SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding Tutorials => Topic started by: Bamdur on October 02, 2010, 04:28:05 PM

Title: {TUT} ADDING WATER (this one actually works)
Post by: Bamdur on October 02, 2010, 04:28:05 PM
Hi all i have read all the other water tutorial and today i will give u a detailed water tutorial i have included all files u will need ok u can do they following steps on ur mod map
but i sugest making an example level just for this.

ok first go into bfbuilder or bfbuilder pro and make a new map
name it water. next open teh world req file
it should look like this


ucft
{
    REQN
    {
        "config"
    }

    REQN
    {
        "class"
    }

    REQN
    {
        "texture"
        "water_map"
    }


    REQN
    {
        "texture"
        "platform=pc"

    }

    REQN
    {
        "path"
        "water"
    }
    REQN
    {
        "congraph"
        "water"
    }
    REQN
    {
        "envfx"
      --  "water"
    }
    REQN
    {
        "world"
        "water"
    }
    REQN
    {
        "prop"
     --   "water"
    }
    REQN
    {
        "boundary"
        "water"
    }
    REQN
    {
        "config"
    --    "flyerspray"
    --    "walkerstomp"
    --    "hailfire_wake"
    --    "dustwake"
    }

}





ok u should see
  REQN
    {
        "envfx"
      --  "water"
    }

take out the -- next to water
it should nwo look like this

  REQN
    {
        "envfx"
        "water"
    }

after ur done with that save it


next we need to add water files
first go back to the req

ok in the req u will see
REQN
    {
        "texture"
        "platform=pc"

    }

u will put the following in after platform=pc this:

            "water_bumpmap_0"
            "water_bumpmap_1"
            "water_bumpmap_2"
            "water_bumpmap_3"
            "water_bumpmap_4"
            "water_bumpmap_5"
            "water_bumpmap_6"
            "water_bumpmap_7"
            "water_bumpmap_8"
            "water_bumpmap_9"
            "water_bumpmap_10"
            "water_bumpmap_11"
            "water_bumpmap_12"
            "water_bumpmap_13"
            "water_bumpmap_14"
            "water_bumpmap_15"

            "water_normalmap_0"
            "water_normalmap_1"
            "water_normalmap_2"
            "water_normalmap_3"
            "water_normalmap_4"
            "water_normalmap_5"
            "water_normalmap_6"
            "water_normalmap_7"
            "water_normalmap_8"
            "water_normalmap_9"
            "water_normalmap_10"
            "water_normalmap_11"
            "water_normalmap_12"
            "water_normalmap_13"
            "water_normalmap_14"
            "water_normalmap_15"

            "water_specularmask_0"
            "water_specularmask_1"
            "water_specularmask_2"
            "water_specularmask_3"
            "water_specularmask_4"
            "water_specularmask_5"
            "water_specularmask_6"
            "water_specularmask_7"
            "water_specularmask_8"
            "water_specularmask_9"
            "water_specularmask_10"
            "water_specularmask_11"
            "water_specularmask_12"
            "water_specularmask_13"
            "water_specularmask_14"
            "water_specularmask_15"
            "water_specularmask_16"
            "water_specularmask_17"
            "water_specularmask_18"
            "water_specularmask_19"
            "water_specularmask_20"
            "water_specularmask_21"
            "water_specularmask_22"
            "water_specularmask_23"
            "water_specularmask_24"
        }

so ur final req will look like this

ucft
{
    REQN
    {
        "config"
    }

    REQN
    {
        "class"
    }

    REQN
    {
        "texture"
        "water_map"
    }


    REQN
    {
        "texture"
        "platform=pc"
            "water_bumpmap_0"
            "water_bumpmap_1"
            "water_bumpmap_2"
            "water_bumpmap_3"
            "water_bumpmap_4"
            "water_bumpmap_5"
            "water_bumpmap_6"
            "water_bumpmap_7"
            "water_bumpmap_8"
            "water_bumpmap_9"
            "water_bumpmap_10"
            "water_bumpmap_11"
            "water_bumpmap_12"
            "water_bumpmap_13"
            "water_bumpmap_14"
            "water_bumpmap_15"

            "water_normalmap_0"
            "water_normalmap_1"
            "water_normalmap_2"
            "water_normalmap_3"
            "water_normalmap_4"
            "water_normalmap_5"
            "water_normalmap_6"
            "water_normalmap_7"
            "water_normalmap_8"
            "water_normalmap_9"
            "water_normalmap_10"
            "water_normalmap_11"
            "water_normalmap_12"
            "water_normalmap_13"
            "water_normalmap_14"
            "water_normalmap_15"

            "water_specularmask_0"
            "water_specularmask_1"
            "water_specularmask_2"
            "water_specularmask_3"
            "water_specularmask_4"
            "water_specularmask_5"
            "water_specularmask_6"
            "water_specularmask_7"
            "water_specularmask_8"
            "water_specularmask_9"
            "water_specularmask_10"
            "water_specularmask_11"
            "water_specularmask_12"
            "water_specularmask_13"
            "water_specularmask_14"
            "water_specularmask_15"
            "water_specularmask_16"
            "water_specularmask_17"
            "water_specularmask_18"
            "water_specularmask_19"
            "water_specularmask_20"
            "water_specularmask_21"
            "water_specularmask_22"
            "water_specularmask_23"
            "water_specularmask_24"
        }

    }

    REQN
    {
        "path"
        "water"
    }
    REQN
    {
        "congraph"
        "water"
    }
    REQN
    {
        "envfx"
        "water"
    }
    REQN
    {
        "world"
        "water"
    }
    REQN
    {
        "prop"
      --  "water"
    }
    REQN
    {
        "boundary"
        "water"
    }
    REQN
    {
        "config"
    --    "flyerspray"
    --    "walkerstomp"
    --    "hailfire_wake"
    --    "dustwake"
    }

}



now we are done with that we need to add the files we stated

download the attached water.zip and put all those in the

DataWater/Worlds/Water/Effects  folder
put all the water files in there

now we have 2  more steps

download the attached Water2.zip and inside it there will be a Water.fx file.  Place that in ur World 1 folder

now for the last step

go into zeroeditor add ur water, save and munge ur map and u have water!

a more complicated tutorial about adding water will be added  later
Title: Re: {TUT} ADDING WATER (this one actually works)
Post by: Hardcore on October 02, 2010, 04:31:57 PM
Moved to Tutorials Forum.
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