WorldBuilding/MissionEditor/WaterBlock
From TDN
|
[edit] IntroductionNOTE: This does not refer to the TSE Water.
[edit] WaterBlockCreating a WaterBlock is easy, getting the most out of it will not be. Use the starter.fps as a good reference as to how the WaterBlock fully functions. Some scripting is required for the liquidType variable which will define how the water properties will react with the player and other elements. An example WaterBlock:
new WaterBlock(water) {
position = "-1024 -1024 0";
rotation = "1 0 0 0";
scale = "2048 2048 200";
UseDepthMask = "1";
surfaceTexture = "~/data/water/water";
ShoreTexture = "~/data/water/wateredge";
envMapOverTexture = "~/data/skies/day_0007";
envMapUnderTexture = "~/data/terrains/grassland/sand";
specularMaskTex = "~/data/water/specmask";
liquidType = "OceanWater";
density = "1";
viscosity = "15";
waveMagnitude = "1";
surfaceOpacity = "0.75";
envMapIntensity = "0.1";
TessSurface = "50";
TessShore = "60";
SurfaceParallax = "0.2";
FlowAngle = "240";
FlowRate = "0.1";
DistortGridScale = "0.1";
DistortMag = "0.02";
DistortTime = "0.5";
ShoreDepth = "6";
DepthGradient = "1";
MinAlpha = "0.1";
MaxAlpha = "1";
tile = "1";
removeWetEdges = "0";
specularColor = "0 0.1 0.2 1";
specularPower = "20";
envMapTexture = "~/data/skies/day_0007";
};
[edit] AssetsThe WaterBlock requires five key assets to make it look nice. With the addition to the envMapTexture which is the environment map as your using for your current sky (although this could change depending on your artistic needs).
surfaceTexture = "~/data/water/water";
ShoreTexture = "~/data/water/wateredge";
envMapOverTexture = "~/data/skies/day_0007";
envMapUnderTexture = "~/data/terrains/grassland/sand";
specularMaskTex = "~/data/water/specmask";
[edit] Liquid typesUntil this section is further explained, please look to your SDK examples. |
Categories: Art | TGE



