mr pedersen 41 Posted November 20, 2013 Im just wonder if any one have learn how to change the color of the A3 sea? Im want it more Pacifc-blue and are just about to start see if I can change it. From config.cpp: class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0.25; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 1.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Underwater { noWaterFog = -0.001; fullWaterFog = 0.001; deepWaterFog = 200; waterFogDistanceNear = 10; waterFogDistance = 40; waterColor[] = {0.04,0.16,0.22}; deepWaterColor[] = {0.0,0.001,0.009}; surfaceColor[] = {0.04,0.16,0.22}; deepSurfaceColor[] = {0.0,0.001,0.009}; }; class SeaWaterShaderPars { refractionMoveCoef = 0.03; minWaterOpacity = 0.0; waterOpacityDistCoef = 0.4; underwaterOpacity = 0.5; waterOpacityFadeStart = 60; waterOpacityFadeLength = 120; }; Share this post Link to post Share on other sites
progamer 14 Posted November 20, 2013 Try changing this: seaTexture = "a3\data_f\seatexture_co.paa"; to the paa texture you want. Or try messing with these values: waterColor[] = {0.04,0.16,0.22}; deepWaterColor[] = {0.0,0.001,0.009}; surfaceColor[] = {0.04,0.16,0.22}; deepSurfaceColor[] = {0.0,0.001,0.009}; Share this post Link to post Share on other sites
luki 53 Posted November 21, 2013 (edited) The Information of the actual "Watercolor" is stored in the material definitions. seaMaterial = "#water""; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; In this case, you define your own material definitions for changing the watercolor not on a global space. seaMaterial = "[color="#B22222"]#TUT_water[/color]"; The default #material definitions are stored in the bin configs but you can add and load them inside your terrain config via cfg materials. class CfgMaterials { class Water; class [color="#B22222"]TUT_water[/color]: Water { ambient[] = {0.016,0.0264,0.040,0.4}; diffuse[] = {0.032,0.128,0.128,1.0}; forcedDiffuse[] = {0,0,0,0}; specular[] = {1,1,1,0}; specularPower = 4; emmisive[] = {0,0,0,0}; }; }; Edited February 6, 2014 by Atsche buggy Share this post Link to post Share on other sites
fabio_chavez 103 Posted December 3, 2013 (edited) Or try messing with these values: waterColor[] = {0.04,0.16,0.22}; deepWaterColor[] = {0.0,0.001,0.009}; surfaceColor[] = {0.04,0.16,0.22}; deepSurfaceColor[] = {0.0,0.001,0.009}; those values are for underwater color Edited December 4, 2013 by Fabio_Chavez Share this post Link to post Share on other sites
m1lkm8n 411 Posted December 4, 2013 those values are for underwater color Just Follow atsches post that how it's done Share this post Link to post Share on other sites
fabio_chavez 103 Posted December 4, 2013 i know i know, i just wanted to mention, its relevant since you need to change those values according to how the water looks from the outside anyway. Share this post Link to post Share on other sites
fabio_chavez 103 Posted December 5, 2013 (edited) has anybody an idea if, and if yes, how these shaders are editable? PixelShaderID = "Water"; VertexShaderID = "Water"; they seem to force a certain color on the reflection of the seawater surface and id like to addapt it to fit the rest of the color changes. is it even possible to change this? p.s. what are these doing? class SeaWaterShaderPars { refractionMoveCoef = 0.03; minWaterOpacity = 0; waterOpacityDistCoef = 0.4; underwaterOpacity = 0.5; waterOpacityFadeStart = 60; waterOpacityFadeLength = 120; also this: surfaceColor[] = {0.03,0.21,0.12}; deepSurfaceColor[] = {0.001,0.08,0}; Edited December 5, 2013 by Fabio_Chavez Share this post Link to post Share on other sites
sakura_chan 9 Posted January 27, 2014 In case anyone looks this thread up again, I thought I would post this. The stuff above does not change the color in A3. It will change the 'reflection' color of the shallow water near the shore, but the main deep water will be largely unaffected. It does have some effect, mostly when you are looking straight down at it, but even then it doesn't affect the hue or brightness of the water. The real trick is in the island's weather class: class Overcast : Overcast { class Weather1 : Weather1 { sky = "A3\Map_Stratis\Data\sky_veryclear_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_veryclear_lco.paa"; horizon = "A3\Map_Stratis\Data\sky_veryclear_horizont_sky.paa"; }; }; there are 7 levels of weather, and each uses it's own texture for the ocean, namely the SkyR texture. It is a reflection map of sorts that is used to determine the color of the ocean. These get blended as the weather changes, and it allows the ocean to change color when the weather changes. For some reason the game does not use the "veryclear" weather set. To change the color of the ocean, just edit the textures to your liking. Share this post Link to post Share on other sites
GrizzlyDK 20 Posted February 5, 2014 The Information of the actual "Watercolor" is stored in the material definitions.In this case, you define your own material definitions for changing the watercolor not on a global space. seaMaterial = "[color="#B22222"]#TUT_water[/color]"; The default #material definitions are stored in the bin configs but you can add and load them inside your terrain config via cfg materials. class CfgMaterials { class Water class [color="#B22222"]TUT_water[/color]: Water { ambient[] = {0.016,0.0264,0.040,0.4}; diffuse[] = {0.032,0.128,0.128,1.0}; forcedDiffuse[] = {0,0,0,0}; specular[] = {1,1,1,0}; specularPower = 4; emmisive[] = {0,0,0,0}; }; }; When adding this code I get: File p:\mp\favslev3\config.cpp, line 900: /CfgMaterials/: 'c' encountered instead of '{' What am I doing wrong? Config: http://pastebin.com/L2kiVRc5 //Line 2342 Thanks for this thread! Its getting me closer to a scandinavian looking water. (Not like Im counting on figuring out what all those numbers mean in 'class Water') :P Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 5, 2014 Best guess is there's a ; missing after the first "Water" reference. Share this post Link to post Share on other sites
GrizzlyDK 20 Posted February 6, 2014 Yup, there was. Thanks. Next error is: File p:\mp\favslev3\config.cpp, line 900: /CfgMaterials/Water.MUG_water: Undefined base class 'Water' It seems it cant find class water, but its right there? seaMaterial = "#MUG_water"; class CfgMaterials { class Water class MUG_water: Water ...... Share this post Link to post Share on other sites
luki 53 Posted February 6, 2014 (edited) It seems it cant find class water, but its right there? seaMaterial = "#MUG_water"; class CfgMaterials { class Water class MUG_water: Water ...... Theres still a missing ; in your example so its logical that he tells you water class is not there. class CfgMaterials { class Water[color="#FF0000"];[/color] class MUG_water: Water ...... I suggest you cleanup your config and seperate cfgAmbient and cfgLighting, like you can see in A2SM sample terrain config structures, saves alot of space in the config and gives you a clean overview. Edited February 6, 2014 by Atsche Share this post Link to post Share on other sites