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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Solving costum water
Slipknot14
General Member
Since: Feb 23, 2005
Posts: 109
Last: Sep 4, 2012
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Monday, Sep. 28, 2009 06:50 pm
Hello all.
I want to make my own water texture(a green thing for catacombs).
I started to work on this.
First I tried to rewrote the deffiles for assets_manager, that gives the compile informations.

Code:
refCubeImage( "$cubicEnvMap$" );
#include "commonsetup.template"


techniqueSet( "water" );


textureTable
{
	"colorMap" = map( "tile both", "<auto filter>", "texture_assets\case\case64blue.tga", 0 ) "@formatColor@" : "colorMap";

	#if "$cubicEnvMap$" == ""
		#error "cubicEnvMap may not be blank in water materials"
	#endif

	"cubicEnvMap" = cubemap( "no tile", "@filterColor@", "$colorMap$", @nopicmipColor@ ) "@formatColor@" : "colorMap";


	"normalMap" = watermap( @waterMapTextureWidth@, @waterMapHorizontalWorldLength@, @waterMapVerticalWorldLength@, @waterMapAmplitude@, @waterMapWindSpeed@,  @waterMapWindDirectionX@,  @waterMapWindDirectionY@ ) "Uncompressed" : "waterMap";
}


constantTable
{
	"waterColor" = float4( @waterColorR@, @waterColorG@, @waterColorB@, 1 );
}



I defined them on a lot ways, but nothing...
Then I made on experience in cod2.
The shaders are writen:

Code:
{
	stateMap "dx7_water_nofog_pass_0";

	texture[0] = material.normalMap;

	texture[1] = sampler.sunHalfAngle;
	texcoord[1] = genEyeDirCoords();

	stage[0].rgb = select( texture[0] );
	stage[0].a = select( texture[0] );

	stage[1].rgb = dotProduct3( stage[0], texture[1] );
	stage[1].a = dotProduct3( stage[0], texture[1] );
}
{
	stateMap "dx7_water_nofog_pass_1";

        texture[0] = sampler.waterColor;  <<<<
	texcoord[0] = genEyeDirCoords();

	stage[0].rgb = select( texture[0] );
	stage[0].a = select( texture[0] );
}


I made my own of this file (materials_dx7\techniques\water_lightmap.tech) I rewrite the <<<<< line, for material.colorMap.

It works, but I got a realy weird thing:D The brush got very-very-mini texture of my original texture, than a white waving thing above it... :)
So anybody have any ideas, to continue it?:)
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sherlokpwnz
General Member
Since: May 1, 2009
Posts: 95
Last: Jan 13, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Sep. 29, 2009 02:17 am
Why don't you just make a water texture with asset manager. I don't know how to do it but that would be easier than scripting it.
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Slipknot14
General Member
Since: Feb 23, 2005
Posts: 109
Last: Sep 4, 2012
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Sep. 29, 2009 06:24 am
... beacuse if you use the water texture compiler in assets_manager, your water will be blue, like other waters.. you can't use your own material for it
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sherlokpwnz
General Member
Since: May 1, 2009
Posts: 95
Last: Jan 13, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Sep. 29, 2009 05:33 pm
ahhh ok gotcha. Sorry bout that.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Tuesday, Sep. 29, 2009 08:29 pm
try to use a patch for the water and use vertex colors to make the mesh slightly green. not sure if this works for animted textures but you should give it a try.
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Slipknot14
General Member
Since: Feb 23, 2005
Posts: 109
Last: Sep 4, 2012
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 30, 2009 01:39 pm
I tried it already : nothing :S
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Slipknot14
General Member
Since: Feb 23, 2005
Posts: 109
Last: Sep 4, 2012
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Thursday, Oct. 1, 2009 06:10 pm
this forum is a piece of poo-poo. It's full of ,,I'm a good scripter or mapper", but when somebody wants to solve something difficult, nothing.....
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Thursday, Oct. 1, 2009 06:35 pm
this is neither scripting nor mapping, it's shader programming. you need a (directx) coder
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foyleman
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Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
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Level 10
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Category: CoD2 MP Mapping
Posted: Thursday, Oct. 1, 2009 06:54 pm
Slipknot14 writes...
Quote:
this forum is a piece of ****. It's full of ,,I'm a good scripter or mapper", but when somebody wants to solve something difficult, nothing.....
Whoa. I understand you may be frustrated with finding a solution to your issue, but your comment is nothing but rude and might as well have been addressed to me and everyone else who tries to help people. Please do not disrespect us all over your own personal frustration.

And having said that, I don't think further comment on the subject is necessary. The topic is now locked.
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