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Omaha Beach shoreline

Posted: Mon Jul 07, 2003 6:21 am
by wacko
Has anybody successfully done a beach like in Omaha Beach using those textures deepbluesea_runup and deepbluesea_shoreline?
I can't make it look the way it does in Omaha Beach Obj :cry:
I decompiled that map and tried to rebuild it, but the texture scaling and alignment is messed up and maybe there is even s/th, I overlooked or didn't decompile properly!?
Is there something special, I 'd have to pay attention to?

Would be a nice tutorial, anyway :wink:

Posted: Mon Jul 07, 2003 7:16 am
by mohaa_rox
i have, but now my map is corrupted. can't play. a very promising map it would be. :cry:

Posted: Mon Jul 07, 2003 8:42 am
by crunch
Hey Wacko, check out this thread:

Omaha Water

Kill Ya Later!

Posted: Mon Jul 07, 2003 9:19 am
by mohaa_rox
i just remembered, crunch, u helped me when i was at Nemesis' page. remember about me asking for someone to send me the .shader? my MatchToken error? HI AGAIN!!!!!

Posted: Mon Jul 07, 2003 11:45 am
by wacko
Hi Crunch

thanks for the link!

It tells me to do things more or less the way I did, so I'm atleast on the right track :D

I even got the shoreline part working with some rescaling and rotating until it fit to the size of my brushes.

But: the Patch Mesh part, the one with texture deepbluesea_runup, doesn't fit at all.
In Omaha beach, it is a script_object with an origin/0 0 0 and a targetname/ocean_calm. What is this for? The origin is probably for the texture deformation, because I noticed, that in my map the waves grow from 0 waveheight at one edge to huuuuge waves on the other side. Then when I rotate the patch mesh to align the edge with waveheight 0 to the shoreline brush, it now has a wave height larger than 0 there. :shock:
So I'd have to set the origin to something else??
And that targetname/ocean_calm, what is it good for?

Posted: Mon Jul 07, 2003 10:52 pm
by crunch
Hey Wacko.

What the level designers did in Omaha beach was have a wavy ocean (targetname/ocean_wavy) as a script object to be "shown" while you were in the Higgins boat.
Once the Higgins boat landed, and you were going to deploy(somewhere around that time) they "hid" the wavy ocean, and "showed" the ocean_calm.(targetname/ocean_calm)

They scripted this, so that is why they are script_objects.

Resizing the textures on your brush/mesh is the way to go.
Here are some pics from my testmap (which I will send you BTW if you want it....)
Image

Image

In both of these, the shoreline texture is a brush, and the deepbluesea_runup is a patch mesh.

For this map, I sized the mesh(deepbluesea_runup), and then in the Surface Inspector
Adjusted Horizontal and Vertical size to 10, and rotated 180 degrees.

The shoreline is Horizontal Size 12, Vertical size 4 No rotation.

I typed the values directly in the fields! Patches and the SI are buggy, so the only way to avoid problems is to type the values instead of using the scroll tabs.

The way they did this, the player CANNOT go past the shoreline into the runup. You MUST clip it. Else it will not work. (In order for the slight surface movement not to be seen as a gap, the patch is a few grid below the shoreline brush.)

You can fix this by copying the files, and creating your own texture.
All you would need to do is remove the "DeformVertexes" lines from the water shader, and of course rename the texture. But it can still call original images for the texture.

Hope I was clear enough!
Kill Ya Later!

@mohaa_rox.......I remember you now! I know your name looked famililar! How's everything? Anything new coming up in the MoHAA mapping world?

Posted: Tue Jul 08, 2003 5:53 am
by wacko
crunch, yes, I'd love to see ur map! :D

I gave up yesterday after having rescaled and turned both textures for countless times and than, as you mentioned, started to edit the shaders until everything was completely messed up :cry:
In the end I had the bad experience that once the textures were of the same scale, the scrolling speeds were different or vice versa or even both.

To clip might become a problem in my case, because there's a pier reaching out into the sea, so the shoreline part will have to become quite long :? i will see...

I'm hoping to get ur map and finally find enlightenment. The values for scale and rotation depend on the size of the brushes and their orientation, so your values probably won't fit in my map. But comparing ur values with ur map might reveal the last secrets of beach mapping. :D

many thanks for everything
PS: address is in my profile :wink:

Posted: Thu Jul 10, 2003 10:45 am
by crunch
Hey Wacko! Be sure to check your e-mail. I sent you your testmap, along with a water texture I made for you. It should all line up and scroll perfectly now.

Enjoy! Kill Ya later!

Posted: Thu Jul 10, 2003 7:57 pm
by wacko
crunch, I did! Every 30 minutes! lol
Then it came, but I had to go to work :roll:
But now, i've put it into our map and...
...it's working perfectly!
You're so great!
Thank you so very much!! :D
nuggets and Jack haven't seen it yet, but they'll love u for it, too :D