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Messages - Bamdur

#211
SWBF1 Modding Tutorials / Re: Adding rain and lightning
October 13, 2010, 06:15:14 PM
lol
#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);
}

#213
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
#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