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Animated water in custom levels?
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radorn
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 PostPosted: Thu Sep 25, 2008 12:19 am    Post subject: Animated water in custom levels? Reply with quote Back to top

I have some levels in my mind that would require the use of animated "solid" water as seen in the Dam and Water Caverns, and maybe the alternate "shot-through" version seen in the Frigate. (I guess they are primary and secondary indices respectively)

Does the editor support the use of that kind of water and how should it be done?

EDIT: forgot to add the "animated" bit which is kind of important xD. Otherwise it would just require to plaster the water texture in a surface, but that wouldn't be too interesting, would it?
 
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SubDrag
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 PostPosted: Thu Sep 25, 2008 4:28 am    Post subject: Reply with quote Back to top

In the 21990 editor there's a way to add water. I've never used it, but if you maybe try copying Frigate maybe it would work?
 
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radorn
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 PostPosted: Thu Sep 25, 2008 5:44 am    Post subject: Reply with quote Back to top

A bit vague. I'll have to investigate when I finally have a pc that doesn't crash on the editor, I suppose... sigh...

Anyway, Frigate's water seems useful for some terrain or building surrounded by water (islands, boats, etc), but what about water like in the dam and, even more, the caverns? seems more appropiate for lakes, rivers, pools... and, yes, toilets. Well, contained water in general.
 
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Dragonsbrethren
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 PostPosted: Thu Sep 25, 2008 5:46 am    Post subject: Reply with quote Back to top

I'm guessing the other stages use some special property attached to the texture information to scroll them, similar to how transparency and translucency is done, but I know next-to-nothing about the inner workings of the game.
 
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radorn
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 PostPosted: Thu Sep 25, 2008 6:13 am    Post subject: Reply with quote Back to top

I also thought that, and assumed you can't do that from withing your level building tools (hammer, 3d software, etc). Maybe it requires manual hacking with a hex editor?

It's not something too important, I suppose. One could just make the level using no water or fixed water and update it when/if the way to animate it is found.
 
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r.e.l. 237
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 PostPosted: Thu Sep 25, 2008 7:07 am    Post subject: Reply with quote Back to top

hmm this could be good for my battle creek map for the little river, does bond die in water?
 
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GERage
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 PostPosted: Thu Sep 25, 2008 7:16 am    Post subject: Reply with quote Back to top

I think certain textures have special properties attached to them, no matter what stage uses them. That is, certain water textures animate (like water in Caverns, Dam, Frigate), but others don't (like water in the toilets of Facility and Train).

Basically, this is the same sort of thing as light textures: some can be shot out but not others.
 
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radorn
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 PostPosted: Thu Sep 25, 2008 11:50 am    Post subject: Reply with quote Back to top

mmmm, thanks for the contribution GERage, that surely clears things up.

Since I can't try this myself yet (editor crashes my pc), could someone confirm? Not really needed, but if feel like trying, let us know your results.


Last edited by radorn on Thu Sep 25, 2008 11:53 am; edited 1 time in total
 
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r.e.l. 237
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 PostPosted: Thu Sep 25, 2008 11:53 am    Post subject: Reply with quote Back to top

wait so test by copying/imitating the water from the frigate/caverns level?
i could do that later tonight
 
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radorn
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 PostPosted: Sat Sep 27, 2008 1:51 pm    Post subject: Reply with quote Back to top

r.e.l. 237 wrote:
wait so test by copying/imitating the water from the frigate/caverns level?
i could do that later tonight


Nothing yet, rel?
 
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r.e.l. 237
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 PostPosted: Sat Sep 27, 2008 2:40 pm    Post subject: Reply with quote Back to top

na i've been busy trying to port area 52 and clipping one of my maps. but i'll get to it when i need it
 
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Wreck
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 PostPosted: Thu Dec 11, 2008 6:34 am    Post subject: Reply with quote Back to top

I don't really enjoy bringing back older threads, but this one seems as though it never received an answer to your question, radorn.

There's atleast two water textures in the game, one from Dam and the other from Caverns, that are designed to 'scroll'. No matter where you place these textures, be it level or surface, they will still be animated. In fact, I had used one when retexturing r.e.l.'s Hang 'Em High Halo port, which was never released. The water flowed properly, just as it should. There shouldn't be any restrictions to them. Just be sure that the texture isn't newly appended to the image list, but is the true original. It will also require some setting up in the rooms vertice file, or else it won't display correctly.

As for the surrounding water in Frigate, that's actually apart of the weather block. Just like how the clouds work, the 'sea' is setup similarily.
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radorn
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 PostPosted: Thu Dec 11, 2008 8:17 am    Post subject: Reply with quote Back to top

Wreck! Good to see you back!

I more or less already got it from GERage's reply, at least about the water texture. But a detailed confirmation is not in excess.

About Frigate's water, being part of the weather block, how should one go about setting it for a level. I can't identify it in the 21990 dialog. I assume it needs direct hacking with an hex editor, then?

Just one more thing. I guess this ought to be explained somewhere else already, but I haven't found it (maybe I haven't looked hard enough), and since you mention it, maybe you'd also be nice enough to tell me Cool.

How should I name/reference an original GE texture in an MTL file so it uses the originals instead of newly added ones?
Maybe using the filenames they have in the "romimagesfull" folder?
 
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Dragonsbrethren
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 PostPosted: Thu Dec 11, 2008 8:40 am    Post subject: Reply with quote Back to top

In the 21990 editor, click the Stage Options tab then use the 1P pull down menu to select a weather block. Several stages have more than one, and some don't have any (mostly multi, but Bunker 1P and Silo as well).

For your textures, I've never edited the mtl file to do this (I always used the textures.txt method) but you'll want to open the image tools and use the Preset value of the texture you want.
 
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radorn
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 PostPosted: Thu Dec 11, 2008 8:47 am    Post subject: Reply with quote Back to top

so, I could, for example, copy all the pictures in there, rename them according to their preset values, and just build away, then remove the ".bmp" from the material name after exporting the OBJ, right?

Anyway. How come frigate doesn't seem to have a wheather block then? I'm confused


Last edited by radorn on Thu Dec 11, 2008 8:57 am; edited 1 time in total
 
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