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waves

Posted: Mon Aug 11, 2003 10:05 pm
by newt
how do I do waves? not like little omaha waves I'm talking typhoon.

Posted: Mon Aug 18, 2003 4:35 am
by newt
yea anyone?

Posted: Mon Aug 18, 2003 5:11 am
by Alcoholic
Either scale a water spray fx really big, or make your own sprite.

Posted: Mon Aug 18, 2003 11:04 pm
by newt
i need waves... the dx water thing is when the ship hits'em

and how do I rock the boat? front goes down back up and again and again....

Posted: Tue Aug 19, 2003 1:07 am
by Alcoholic
rotatexup howmanydegrees
rotateyup howmanydegrees
rotatezup howmanydegrees

rotatexdown howmanydegrees
rotateydown howmanydegrees
rotatezdown howmanydegrees

(make sure you put $myrocker in front of those rotates :wink: )

after you add that in your script-

you can add

EITHER
$myrocker time X //define the exact time it takes to move that amount
OR
$myrocker speed X //units per second

after you put in everything you want, you can use
EITHER
$myrocker move //start moving
OR
$myrocker waitmove //start moving and wait till finished before continuing with script

Posted: Tue Aug 19, 2003 4:32 am
by newt
this is just a ship not the whole map

$myrocker rotatexup howmanydegrees

$myrocker rotatezdown howmanydegrees

?



any way to make big waves?

Posted: Tue Aug 19, 2003 7:43 am
by rOger
Make you own shader.

Take a look at the shader for any water texture that has waves and change the deformvertices values.

Posted: Tue Aug 19, 2003 12:58 pm
by newt
which


// D-Day Specialty Shaders
textures/misc_outside/sf_deepbluesea
{
qer_editorimage textures/misc_outside/ocean2.tga
qer_trans .4
surfaceParm trans
surfaceParm water
surfaceParm noimpact
cull none
tessSize 128
// deformVertexes wave 1000 sin 100 80 1 .3
deformVertexes move 0 2 2 sin -3 1 0 .1
deformVertexes move 0 2 2 sin 0 5 0 .05
// deformVertexes bulge -6.2831853 16 .8
deformVertexes bulge -6 6 .3
// bulge = numberoftimesrepeatedpertexture amplitude frequency
{
map textures/misc_outside/ocean2.tga
blendFunc blend
depthWrite
rgbGen identity
alphaGen dot .1 .6
tcMod scroll .01 0
tcMod scale 9 7
tcMod turb 0 .08 0 .08
}
{
map textures/misc_outside/ocean2.tga
blendFunc add
depthWrite
rgbGen identity
rgbGen const .95 .94 1
alphaGen dot .1 .6
tcMod scroll -.01 .002
tcMod turb 0 .005 0 .008
tcMod scale 10 9
}
{
map textures/misc_outside/froth.tga
blendFunc blend
alphaGen dot .1 .6.
tcMod scroll .01 .01
tcMod turb 0 .01 0 .05
tcMod scale 9 7
}
{
map $lightmap
rgbGen Identity
blendFunc GL_DST_COLOR GL_ZERO
}
}



AND



wake
{
qer_editorimage textures/misc_outside/wake.tga
qer_keyword natural
qer_keyword liquid
qer_keyword ocean
qer_trans .4
surfaceparm nonsolid
surfaceparm trans
surfaceparm water
cull none
nopicmip
deformvertexes wave 30 sin 0 10 0 .2
{
map textures/misc_outside/oceandday.tga
//blendFunc GL_ONE GL_ONE
rgbGen identity
tcMod scroll .2 .7
}
{
map textures/misc_outside/oceandday1.tga
blendfunc add
tcMod scroll 0 .9
nextbundle
map textures/misc_outside/oceandday1.tga
tcMod scroll 0 .5
}
{
map $lightmap
rgbGen Identity
blendFunc GL_DST_COLOR GL_ZERO
}
}

Posted: Tue Aug 19, 2003 3:06 pm
by rOger
Here is one that I made that has very small waves, try to change the values on the deformVertexes lines. Or else go with deepbluesea if you like the look of that.

Code: Select all

textures/**** add a name of your choice here ****/an_ocean
{
	qer_editorimage textures/misc_outside/ocean2.tga
	qer_keyword natural
	qer_keyword liquid
	qer_keyword ocean
	qer_trans .4
	surfaceParm trans
	surfaceParm water
	surfaceParm noimpact
	cull none
	tessSize 256
	deformVertexes move 0 2 2 sin -3 1 0 .1   // Change here
	deformVertexes move 0 2 2 sin 0 5 0 .05  // Change here
	deformVertexes bulge -6 6 .3                   // Change here
	//bulge = numberoftimesrepeatedpertexture amplitude frequency
	{
		map textures/misc_outside/ocean2.tga
		blendFunc blend
		depthWrite
		rgbGen identity
		alphaGen dot .8 .8
		tcMod scroll .01 0
		tcMod scale 1 1
		tcMod turb 0 .08 0 .08
	}
	{
		map textures/misc_outside/froth.tga
		blendFunc blend
		rgbGen const (0.6 0.3 0.5)
		alphaGen dot .5 .5
		tcMod scroll .01 .01
		tcMod turb 0 .01 0 .05
		tcMod scale 1 1
	}
	{
		map $lightmap
		rgbGen Identity
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

Posted: Tue Aug 19, 2003 3:20 pm
by newt
can i change it and have it work on omaha?

Posted: Tue Aug 19, 2003 3:32 pm
by newt
noppe changed omaha v1 shader didnt work i put it up to 6

Posted: Tue Aug 19, 2003 4:24 pm
by Alcoholic
newt wrote:this is just a ship not the whole map

$myrocker rotatexup howmanydegrees

$myrocker rotatezdown howmanydegrees

?



any way to make big waves?

$myrocker is not the whole map. its the targetname of whatever you want to 'rock'. i tried to make it self explanatory, but i guess i failed. 'howmanydegrees' should be replaced by a number explaining, well, 'how many degrees' to rock.

Posted: Tue Aug 19, 2003 6:10 pm
by newt
yea i know.

just add that in the .scr and it'll go forever?

Posted: Tue Aug 19, 2003 7:41 pm
by Alcoholic
it will 'go' until it rotates 'howmanydegrees', then it stops.

Posted: Tue Aug 19, 2003 7:45 pm
by newt
so how do I loop it? lol...

now this is a map not a model i dunno how he would make it a target thing. I'll ask him later post if u know incase tho thanks