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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: less transparent water
WWAZman2001~rb
General Member
Since: Dec 23, 2006
Posts: 645
Last: Dec 23, 2006
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Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 12, 2003 05:14 am
wondering how to change the effects of water, to make it LESS transparent? I tried .50 (default for holodeck_temple is .25) but no noticeable difference. Do I go to the negative scale?
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Agent007~rb
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Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 12, 2003 07:09 am
You're probably just adjusting the transparency in Radiant.
You'd have to edit the .tga file to change the transparency in-game.

I think...
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MiXeD~rb
General Member
Since: Dec 23, 2006
Posts: 449
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 12, 2003 01:16 pm
Can't you 'cheat'? I mean, make the alphagen a wave, choose as base the transparency you want (will take some experimenting), and give it an amplitude of 0. It will probably make the shader a little more difficult to calculate for the game, but I doubt this will be noticable.
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 12, 2003 01:43 pm
Since when you can put a wave on a blending option?
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Captain Max Ames~rb
General Member
Since: Dec 23, 2006
Posts: 132
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 12, 2003 09:36 pm
I remember seeing in a map the use of a fog brush inside water to give it that murky look. Try that and see how it works. :D
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 12, 2003 11:48 pm
Why he cant just edit the alpha channel?
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MiXeD~rb
General Member
Since: Dec 23, 2006
Posts: 449
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 13, 2003 09:29 am
Quote (U.S.S. Speed @ Jan. 12 2003, 2:43 pm)
Since when you can put a wave on a blending option?

The alphagen can be a sine wave, can't it? It's not the blending option, it's the whole shader layer that gets the wave applied to it IIRC.
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EasyG~rb
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Since: Dec 23, 2006
Posts: 1416
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 13, 2003 09:48 am
yeah on waterzone map he used fog texture with the water texture to create misty water. good for sneaking (shoudl that be sweaking a mix of sneaking and swimming????lmao)

i dunno if that is the effect that u want but personally seens as i have no idea what your talking about with alpha channels and crap i woudl just do the fog thing.

keep it simple when u don't no what your doing thast what i say. otherwsie u may get some crappy errors and it may mess stuff up. but there are far more expericned mappers out there then me . but i reckon i can produce same amount of good stuff as them hehehehehehe

good luck with it though  :D
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 13, 2003 10:58 am
Quote (MiXeD @ Jan. 13 2003, 3:29 am)
Quote (U.S.S. Speed @ Jan. 12 2003, 2:43 pm)
Since when you can put a wave on a blending option?

The alphagen can be a sine wave, can't it? It's not the blending option, it's the whole shader layer that gets the wave applied to it IIRC.

No... AFAIK...

The wave sin is apply on the rgbGen.

Never saw it on alphagen.
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MiXeD~rb
General Member
Since: Dec 23, 2006
Posts: 449
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 13, 2003 02:25 pm
Alphagen can have a wave, just like rgbgen. This will darken/lighten the alpha channel, so this will only have effect on textures with an alphachannel.
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