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Variable.A

Changing sea color problem

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Gentleman I am trying to alter the sea color to look more muddy like. I am experimenting with the code. Help from one of you (loki) I think I got code ok more or less, crunch goes ok no error but when load map in editor I get "cannot load material NAM_water" and see this :

 

 

 

 

 

http://i59.tinypic.com/148kytg.jpg

 

http://i59.tinypic.com/aud3l3.jpg


 

class CfgMaterials
{
        class Water;
        class NAM_water: Water
        {
                PixelShaderID = "Water";
                VertexShaderID = "Water";
                ambient[] = {0.0,0.025,0.05,0.5};
                diffuse[] = {0.01,0.03,0.05,1.0};
                forcedDiffuse[] = {0.0,0.0,0.0,1};
                specular[] = {0.12,0.12,0.12,1};
                specularPower = 100;
                emmisive[] = {0,0,0,0};
               
        };
       
};

 

 

THIS LATER FOR CLASS:

 

class Sea
        {
            seaTexture = "a3\data_f\seatexture_co.paa";
            seaMaterial = "NAM_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;
        };

 

 

Let me know if you have any ideas how to solve this..

 

Much thx

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try deleting the additional line breaks from your cfgMaterials.

 

Using notepad++ i've found that an extra line break can cause things to go awry.

 

so that This:

 

class CfgMaterials
{
        class Water;
        class NAM_water: Water
        {
                PixelShaderID = "Water";
                VertexShaderID = "Water";
                ambient[] = {0.0,0.025,0.05,0.5};
                diffuse[] = {0.01,0.03,0.05,1.0};
                forcedDiffuse[] = {0.0,0.0,0.0,1};
                specular[] = {0.12,0.12,0.12,1};
                specularPower = 100;
                emmisive[] = {0,0,0,0};
               
        };
       
};

 

Becomes This:

 

class CfgMaterials
{
        class Water;
        class NAM_water: Water
        {
                PixelShaderID = "Water";
                VertexShaderID = "Water";
                ambient[] = {0.0,0.025,0.05,0.5};
                diffuse[] = {0.01,0.03,0.05,1.0};
                forcedDiffuse[] = {0.0,0.0,0.0,1};
                specular[] = {0.12,0.12,0.12,1};
                specularPower = 100;
                emmisive[] = {0,0,0,0};
        };  
};

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Make sure your plane is propperly UVmapped.  That could be the cause of the stretching.

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How do I alter this for a map ?  Is this something I can correct via terrain builder or terrain genarator ?

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