Problem with creating new water type

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Problem with creating new water type

Post by dietermoreno on Fri 19 Sep 2014 - 5:56

So I tried to create a new water type in waterBodies.xml, and referenced to it in the RM script, but the map loaded with the default terrain (light green grass) where the water was supposed to be.

What did I do wrong? I opened waterBodies.xml in Firefox and it had no XML parsing errors.

All I have to do to create a new water type is define it in waterBodies.xml, right?

I know its possible (and likely not that hard to do), because Wotta team did it in a map with pink water (and they don't even have a dedicated RM scripter).



my entry in waterBodies.xml:

Code:

<ocean name="Mediterranean Coast" iconname="ui\editor\watercaribbeancoast" bumpmap="terrain\water\ocean1\ocean1" surface="water" bottom="caribbean\ground_shoreline1_crb" bank="caribbean\ground_shoreline2_crb" outerbank="caribbean\ground_shoreline3_crb" slope="" color="9 110 88" deepcolor="0 0 0" depth="3.000000" fresnelscale="0.247934" fresnelbias="0.555556" alphaminvalue="0.000000" alphamaxvalue="0.914063" alphamindepth="0.000000" alphamaxdepth="1.900827" minriverbankheight="0.500000" maxriverbankheight="1.000000" waterplaneoffset="1.000000" coloramount="1.842105" reflectionamount="-0.222222" bumpscale="0.660000" reflectionbumpscale="0.710000" foamscale="-0.110000" texscale="1.970000" texscrollspeed="0.000000" texrotation="129.000000">
<textureplacement>
<texture distance="12" variance="4">caribbean\ground_shoreline1_crb</texture>
<texture distance="16" variance="6">caribbean\seafloor_coral4_crb</texture>
<texture distance="20" variance="6">caribbean\seafloor_coral3_crb</texture>
<texture distance="28" variance="6">caribbean\seafloor_coral2_crb</texture>
<texture distance="34" variance="4">caribbean\seafloor_coral1_crb</texture>
<texture distance="48" variance="4">caribbean\seafloor_coral0_crb</texture>
</textureplacement>
<beachtextureplacement>
<texture distance="1.0" variance="0">new_england\shoreline1_ne</texture>
<texture distance="2.0" variance="1">new_england\shoreline2_ne</texture>
<texture distance="3.0" variance="2">new_england\shoreline3_ne</texture>
<texture distance="4.0" variance="2">new_england\shoreline4_ne</texture>
</beachtextureplacement>
<shoreline>
<shoreobj name="ShorelineRockBigNE" mindistance="50.0" maxdistance="70.0" deltawatermin="0.0" deltawatermax="1.0" randomyaw="false"/>
<shoreobj name="ShorelineRockSmallNE" mindistance="1" maxdistance="15" deltawatermin="0.0" deltawatermax="0.75" randomyaw="true"/>
<shorelong name="ShorelineFoam" distance="2.0" randomyaw="false"/>
<shorecliff backcliffdistmin="14.0" backcliffdistmax="20.0" backcliffprob="1.0">
<watercliff name="New England" paintedge="true" lengthmin="0.07" lengthmax="0.15" smoothdistance="10.0" lowheight="1.0" topheight="4.5" noisemin="0.0" noisemax="0.1"/>
<backcliff name="New England Inland" paintedge="true" lengthmin="0.07" lengthmax="0.15" smoothdistance="14.0" lowheight="1.0" topheight="4.0" noisemin="0.0" noisemax="0.1"/>
</shorecliff>
<waves bumpmap="terrain\water\waterwavebump" bumpmapcrashposition="0.50" foam1tex="terrain\waves\wavefoam" foam2tex="terrain\waves\wavefoam2" foamalphasidetex="terrain\waves\wavefoam_alpha" foamalphabacktex="terrain\waves\wavefoam_alphaback" minlength="12.74" maxlength="19.63" minconcavelength="11.53" maxconcavelength="13.96" minwidth="3.34" maxwidth="4.68" minheight="0.35" maxheight="0.41" minfadelength="1.82" maxfadelength="6.61" minspeed="0.85" maxspeed="1.18" foamstartnormalizedtime="0.08" foamnormalizedspeed="0.00" foammaxnormalizedwidth="1.00" foam1scrollspeed="0.00" foam2scrollspeed="0.00" foamfadeintime="0.50" foamfadeouttime="3.31" recedetime="3.39" recedeendscale="1.17" recedemotion="true" variance="3.06" minstartdistance="15.14" maxstartdistance="17.78" sectionlength="15.00" wavedensity="3" convexitylimit="-9.73" concavitylimit="10.11"/>
</shoreline>



referenced in the RM:

Code:

// Picks default terrain and water
   //rmSetSeaType("great lakes");//-old
   //More Mediteranean flavor.  I made my own water type!
   rmSetSeaType("mediterranean coast");
   rmEnableLocalWater(false);
   rmTerrainInitialize("water");
   rmSetMapType("carolina");
   rmSetMapType("water");
   rmSetWorldCircleConstraint(true);
   rmSetMapType("grass");
   //rmSetLightingSet("texas");//-old
   rmSetLightingSet("caribbean");



I want the coast line to look like this:



I thought using coral combined with New England cliffs looked like the best way to achieve the desired water type.
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dietermoreno
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