CUBE WATER COLOR |
by Geppo
on 07/30/2007 17:51, 11 messages, last message: 08/06/2007 05:15, 1680 views, last view: 04/19/2024 16:03 |
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I just need someone to answer my question. I am editing with cube and it says in the tutorial that I can change the watercolor with this command
/watercolour R G B
but when I type it in the console I get
unknown command/watercolour
WTF is up with that can someone help
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#1: .. |
by Eris
on 07/30/2007 22:46
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Pease ask in map editing thread.
R G B = Red Green and blue
Try replace each letter with a value ranging from 0 to 255. Use space as seperator.
After you have done that, read:
http://en.wikipedia.org/wiki/Backus-Naur_form
Hopefully you will understand syntaxes after this.
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#2: .. |
by eihrul
on 07/30/2007 23:21
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It is not possible to change the water color in Cube 1. Only in Cube 2 (Sauer), or in AssaultCube.
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#3: .. |
by Drakas
on 07/31/2007 00:21
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'watercolor', not 'watercolour', mind the Americans (me looks patiently at eihrul)
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#4: watercolour |
by Qconorkirk03pattrickdcfasfsdf0909090Q
on 07/31/2007 05:44
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The command in sauer is watercolour
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#5: cool... |
by metlslime
on 07/31/2007 20:10
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a watercolor post-processing effect would be neat.
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#6: huh |
by Ganandar
on 07/31/2007 22:42
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speaking of water, sauer needs better waterfalls. they aren't the...best right now
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#7: Re: huh |
by Captain_Ahab
on 08/01/2007 00:28, refers to #6
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I agree
I've played with the waterfall texture and if I can work out a way to make it simply white with slightly different coloring for the animated parts as opposed to being an alpha map for the watercolor.Falling water breaks into tiny droplets that look shiny white.
..maybe generate a bump map and spec map just for variety and faked detail, I hope to make it prettier without using particles.
for framerate sake, I don't use refraction and I use waterfog of 25-30 to make the bottom hard to see ( which will also make pirahnas a bit more of a suprise too ), but I hate that the waterfall is essentially transparent and lets players 'see' into the water through it
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#8: Re: huh |
by baby rabbit
on 08/01/2007 01:10, refers to #7
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Arguably waterfalls should be almost totally opaque, due to the amount of white water, bubbles, mist, etc, but (as you observed) things get worse since I believe no lighting is applied, e.g. a waterfall in darkened cave looks very odd. Maybe we could use cheap lighting similar as for models, or alternatively do lightmaps for the waterfall surface?
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#9: .. |
by CaptainAhab
on 08/01/2007 14:14
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I use refraction again. My problem was that I have lots of water/waterfalls and the reflection and refraction together made framerate jerky. I solved it by '/reflectdist 10'
i can get the waterfall to be white, but only by using white watercolour and a high waterfog set too high which looks dumb.
If I can figure out how to make the texture a decal or a diffuse...no luck yet. I'm not sure its possible for waterfalls. I don't understand the source code, so I can't tell except by exerimenting.
I may have to try a mapmodel plane with a decent waterfall texture in front of the waterfall iteslf.
what would be really cool is if water could be in the shape of a normal cube where you could move the corners around and the ripples being only on top...use waterfall for any non-horizontal surface. That's make it easy to create cascading mountain streams and rapids.
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#10: .. |
by Acord
on 08/02/2007 03:49
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Currently, I'd just go with what's there and maybe add a water particle effect that goes down, as well as one for misting.
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#11: Re: .. |
by SheeEttin
on 08/06/2007 05:15, refers to #9
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Ooh. I like the idea of the material system being manipulated like world cubes.
Actually, I've had that idea in my head for a while, I just hadn't mentioned it yet. I fear it would be difficult to implement and disingenuous to mappers.
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