Sanchez Milsim 70 Posted October 4, 2015 Hi, we are working on a new Kandahar afghanistan map and we would like to change water color to brown. Now we haves a river but is blue water and movement is similar to sea not to river. Thanks for help Share this post Link to post Share on other sites
colddna 5 Posted October 16, 2015 Ahhh memories! Fucking shit water 2 Share this post Link to post Share on other sites
Cype_Revenge 651 Posted October 16, 2015 is your river on Sealevel? or you created objects with Watersurface? 1 Share this post Link to post Share on other sites
Sanchez Milsim 70 Posted October 19, 2015 is your river on Sealevel? or you created objects with Watersurface? Sea level 1 Share this post Link to post Share on other sites
Sanchez Milsim 70 Posted October 19, 2015 Ahhh memories! Fucking shit water I was here but at Herat province, and i didnt cross a river. 2 Share this post Link to post Share on other sites
Flax 397 Posted October 19, 2015 If your river is set using the sea level then this post should help somewhat. Link to Thread 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
colddna 5 Posted October 19, 2015 I was at KAF I would love to make a map of that but it's to dull for me Share this post Link to post Share on other sites
Sanchez Milsim 70 Posted October 20, 2015 If your river is set using the sea level then this post should help somewhat. Link to Thread Thanks for link, i try and post results!! Share this post Link to post Share on other sites
major_desync 137 Posted November 3, 2015 On a related issue - does anyone know how to change the transparency of the water when you look at it from above - that is, if you are on shore looking into the water or flying over looking down? The effect I'm looking for is muddy, cloudy water (let's set aside colour for the moment). I've tried changing some of the parameters in the class Underwater section of the config - and they affect the visibility when you're in and under the water (specifically - the waterFogDistance Near and waterFogDistance numbers seem to have most effect - as they define your view distance underwater in metres). 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}; }; However, these parameters have no effect on transparency looking into the water. So you can have the situation where people above the water can see farther than people in the water (which is not entirely realistic). The parameters in class SeaWaterShaderPars (see below) seem like they should affect the transparency, but I've tweaked them a bit and can't really see any change. Does anyone know what these parameters affect and/or what the range of each parameter is? Thank you in advance! class SeaWaterShaderPars { refractionMoveCoef = 0.03; minWaterOpacity = 0.0; waterOpacityDistCoef = 0.4; underwaterOpacity = 0.5; waterOpacityFadeStart = 60; waterOpacityFadeLength = 120; 1 Share this post Link to post Share on other sites
Uro 220 Posted November 3, 2015 However, these parameters have no effect on transparency looking into the water. So you can have the situation where people above the water can see farther than people in the water (which is not entirely realistic). The parameters in class SeaWaterShaderPars (see below) seem like they should affect the transparency, but I've tweaked them a bit and can't really see any change. Does anyone know what these parameters affect and/or what the range of each parameter is? Thank you in advance! Here ya go dudes, these should help you both out a little - dug these up while I was messing with lighting configs class Underwater { /// fog color is changed based on the depth under the water surface /// normal fog color -> water color -> deep water color /// ^ /// noWaterFog -> fullWaterFog -> deepWaterFog /// depth under the water, where water color starts (can be negative = distance above water) noWaterFog = -0.3; /// depth under the water, where water color is at full strength and deep water color starts fullWaterFog = 0.1; /// depth under the water, where deep water color is at full strength deepWaterFog = 10; /// distance of the water fog (fog far) waterFogDistance = 20; /// distance of the water fog (fog near) waterFogDistanceNear = 0; /// color of the water fog at fullWaterFog depth waterColor[] = {0.02,0.08,0.12}; /// color of the water fog at deepWaterFog depth deepWaterColor[] = {0.01,0.06,0.14}; /// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?) surfaceColor[] = {0.20,0.30,0.25}; /// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?) deepSurfaceColor[] = {0.10,0.18,0.22}; }; class SeaWaterShaderPars { // coefficient used to multiply move value of refractions refractionMoveCoef = 0.01; // minimal water surface opacity, when we are looking from above the water surface down minWaterOpacity = 0.65; // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef; waterOpacityDistCoef = 0.07; // opacity of water surface when we are under water underwaterOpacity = 0.2; // distance from object, where we start to fade the water surface to full opacity waterOpacityFadeStart = 100; // length of water surface opacity fading waterOpacityFadeLength = 20; }; 4 Share this post Link to post Share on other sites
major_desync 137 Posted November 3, 2015 @Uro - Perfect! Thank you! 2 Share this post Link to post Share on other sites
major_desync 137 Posted November 4, 2015 I had a play around with some of these parameters, and I didn't have much luck in making the water less transparent. So, again - the effect I'm going for is muddy marsh water - so that objects in the water should be next to impossible to see from above water (very close to the river water in the picture at the top of the thread). Specifically - I adjusted minWaterOpacity upwards to a number of values ranging from 0.9 to 100, with no obvious or significant effect on how transparent the water is from above. Submerged objects were still pretty easy to see from above the water surface, even at depths up to 15 metres (depending on the size of the object). Adjusting underwaterOpacity did dial down the visibility of objects above water from underwater somewhat (but this isn't much use if anyone above water can easily see anyone below water). Shortening the waterOpacityFadeStart to within 5m and the FadeLength to 10m also seemed to have very little obvious effect. I didn't set the FadeStart to 0, and perhaps that might make a difference. So I'm not exactly sure what parameters you'd need to change to turn the limpid Mediterranean waters of vanilla A3 into turbid, murky, muddy marsh water. It'll be interesting to see if and how different the water in Tanoa will be. 1 Share this post Link to post Share on other sites
Pif-Paf 1 Posted December 30, 2015 is your river on Sealevel? or you created objects with Watersurface? Sorry I'm new to arma 3 forum and also to arma 3 editing :mellow: ... (I cannot start a thread and I'm not sure of the forum conventions). I would like to know if it is possible to create meshes (objects) added later on maps that are water planes (rivers, ponds, flooded rice fields) .... which are of limited size and not necessarily on sea level. Your post seems to suggest it is possible ;) ... Could you tell me if yes, and links to information or tutorial about it ? 1 Share this post Link to post Share on other sites
Cype_Revenge 651 Posted December 31, 2015 Sorry I'm new to arma 3 forum and also to arma 3 editing :mellow: ... (I cannot start a thread and I'm not sure of the forum conventions). I would like to know if it is possible to create meshes (objects) added later on maps that are water planes (rivers, ponds, flooded rice fields) .... which are of limited size and not necessarily on sea level. Your post seems to suggest it is possible ;) ... Could you tell me if yes, and links to information or tutorial about it ? Ponds and water over Sealevel its not supported from A3, Thanks to a few guys (M1lkm8n and Deanosbeano) this is possible, you can create objects and add a watersurface. here a video how to create them: Share this post Link to post Share on other sites
RoF 241 Posted December 31, 2015 Ponds and water over Sealevel its not supported from A3, Thanks to a few guys (M1lkm8n and Deanosbeano) this is possible, you can create objects and add a watersurface. here a video how to create them: Is that video blurry for anyone else? One minute it's really sharp, the next you can't really see anything. Share this post Link to post Share on other sites
Pif-Paf 1 Posted January 1, 2016 Thanks really 19thcyperevenge ... I'm not sure yet I understood every detail, but as far as it seems to me, it is a simple mesh with special features (very thin) and with special tuning such as normal map instead of the color texture... (by the way the video worked well for me). And also thanks to M1lkm8n and Deanosbeano Share this post Link to post Share on other sites