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#212
SWBF1 Modding Tutorials / Adding rain and lightning
October 02, 2010, 10:15:08 PM
hi all, DOWNLOAD the attached program to see how to make rain
it is more detailed tehn i could make it here or u can just do what i say here -_- most people dont like exe's anyway ok so edit the req file like in my water tutorial if u dont know what a reqle is look in my exe it tells u
also u need to put the folowing in an fx file if u dont know what it is then look in the exe
ok
add this to the fx file
for rain
Effect("Wind")
{
Enable(1);
Velocity(1.0, 0.3);
VelocityRange(1.0);
VelocityChangeRate(0.1);
}
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);
GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);
PS2()
{
AlphaMinMax(0.8, 1.0);
ParticleSize(0.06);
ParticleDensity(80.0);
Velocity(8.0);
StreakLength(1.7);
GroundEffectsPerSec(7);
}
XBOX()
{
AlphaMinMax(0.2, 0.3);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
}
and for lightning
Effect("Lightning")
{
Enable(1);
Color(255, 255, 255);
SunlightFadeFactor(0.1);
SkyDomeDarkenFactor(0.4);
BrightnessMin(1.0);
FadeTime(0.2);
TimeBetweenFlashesMinMax(3.0, 5.0);
TimeBetweenSubFlashesMinMax(0.01, 0.5);
NumSubFlashesMinMax(2, 5);
HorizonAngleMinMax(30, 60);
SoundCrack("kam_amb_thunder");
SoundSubCrack("kam_amb_thundersub");
}
and if u want a lightning bolt (no difference)
}
LightningBolt("skybolt")
{
Texture("lightning");
Width(30.0);
FadeTime(0.5);
BreakDistance(20.0);
TextureSize(30.0);
SpreadFactor(20.0);
MaxBranches(2.0);
BranchFactor(0.5);
BranchSpreadFactor(8);
BranchLength(80.0);
InterpolationSpeed(0.4);
NumChildren(1);
ChildBreakDistance(15.0);
ChildTextureSize(8.0);
ChildWidth(1.0);
ChildSpreadFactor(10.0);
Color(255,255,255,255);
ChildColor(255,255,255,150);
}
it is more detailed tehn i could make it here or u can just do what i say here -_- most people dont like exe's anyway ok so edit the req file like in my water tutorial if u dont know what a reqle is look in my exe it tells u
also u need to put the folowing in an fx file if u dont know what it is then look in the exe
ok
add this to the fx file
for rain
Effect("Wind")
{
Enable(1);
Velocity(1.0, 0.3);
VelocityRange(1.0);
VelocityChangeRate(0.1);
}
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);
GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);
PS2()
{
AlphaMinMax(0.8, 1.0);
ParticleSize(0.06);
ParticleDensity(80.0);
Velocity(8.0);
StreakLength(1.7);
GroundEffectsPerSec(7);
}
XBOX()
{
AlphaMinMax(0.2, 0.3);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
}
and for lightning
Effect("Lightning")
{
Enable(1);
Color(255, 255, 255);
SunlightFadeFactor(0.1);
SkyDomeDarkenFactor(0.4);
BrightnessMin(1.0);
FadeTime(0.2);
TimeBetweenFlashesMinMax(3.0, 5.0);
TimeBetweenSubFlashesMinMax(0.01, 0.5);
NumSubFlashesMinMax(2, 5);
HorizonAngleMinMax(30, 60);
SoundCrack("kam_amb_thunder");
SoundSubCrack("kam_amb_thundersub");
}
and if u want a lightning bolt (no difference)
}
LightningBolt("skybolt")
{
Texture("lightning");
Width(30.0);
FadeTime(0.5);
BreakDistance(20.0);
TextureSize(30.0);
SpreadFactor(20.0);
MaxBranches(2.0);
BranchFactor(0.5);
BranchSpreadFactor(8);
BranchLength(80.0);
InterpolationSpeed(0.4);
NumChildren(1);
ChildBreakDistance(15.0);
ChildTextureSize(8.0);
ChildWidth(1.0);
ChildSpreadFactor(10.0);
Color(255,255,255,255);
ChildColor(255,255,255,150);
}
#213
SWBF1 Modding Tutorials / {TUT} ADDING WATER (this one actually works)
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
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
#214
SWBF1 Modding / {TUT} making new ground textures
September 06, 2010, 12:03:27 PM
To make a Tga for use in your mod map your picture needs to be in one of the following sizes
64x64
128x128
256x256
521x512
1024x1024
2048x2048
64x128
128x256
256x512
512x1024
1024x2048
they also need to be non RLE compressed
If u dont have any software to make TGA'S u can get GIMP www.gimp.org or another software
64x64
128x128
256x256
521x512
1024x1024
2048x2048
64x128
128x256
256x512
512x1024
1024x2048
they also need to be non RLE compressed
If u dont have any software to make TGA'S u can get GIMP www.gimp.org or another software