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Modding water in 3.0+

Posted: 29 Jan 2011, 11:41
by NoQ
Is it possible to modify (with a mod!) water color and transparency/opacity in versions that use the new terrain renderer? Which files are responsible for this?

(Was just thinking of a yet another "painting the roses red" project :oops: )

Re: Modding water in 3.0+

Posted: 29 Jan 2011, 14:18
by Mysteryem
Yeah, you can just edit page-80-water-1.png and page-81-water-2.png and mess around until you get something that you like. Page-80 appears to control colour and page 81 transparency, though not entirely, since there appears to be some blending going on.
Image
Pretty :)

Re: Modding water in 3.0+

Posted: 29 Jan 2011, 16:28
by NoQ
Yay! Thanks, I like how it works, and too bad i didn't figure it out myself :oops:
By the way, what about the fog?
I mean, not the sky that's easy enough to repaint, but the color of mist that surrounds everything.

Re: Modding water in 3.0+

Posted: 29 Jan 2011, 17:11
by Mysteryem
base/palette.txt under "fog colour"

Re: Modding water in 3.0+

Posted: 29 Jan 2011, 18:05
by NoQ
Hmm, couldn't find such a line in this file. Grepping for "fog" doesn't seem to show up anything useful as well.
P.S. that's what i've been thinking of (:

Re: Modding water in 3.0+

Posted: 29 Jan 2011, 18:13
by Mysteryem
Hmm, the latest master build has fog colour in the palette file. I think RMan and BP know how to change fog colour. I think it's in one of the skirmish scripts, but no luck so far.

Re: Modding water in 3.0+

Posted: 29 Jan 2011, 18:37
by NoQ
Summing up an IRC discussion: see
  • base/script/data/cam1day.vlo
etc. for fog colors.

Re: Modding water in 3.0+

Posted: 01 Feb 2011, 08:01
by NoQ
Mysteryem wrote:SandMod:
This is a rather simple mod which gives arizona sand a different texture to the sand with plants on it in 3.0 and master.
Is it also possible to separate the water textures for different tilesets?

Re: Modding water in 3.0+

Posted: 01 Feb 2011, 10:19
by Mysteryem
NoQ wrote:
Mysteryem wrote:SandMod:
This is a rather simple mod which gives arizona sand a different texture to the sand with plants on it in 3.0 and master.
Is it also possible to separate the water textures for different tilesets?
Doesn't look like you can with that method, but I think you should be able to have 3 texpages called page-80-whatever and edit the vidmem.wrf files for each tileset. Since that was how scavengers and baseplates of buildings changed how they look depending on tertile set. Then do the same for page-81-whatever.

Re: Modding water in 3.0+

Posted: 01 Feb 2011, 11:51
by NoQ
[offtopic]
scavengers and baseplates of buildings changed how they look depending on tertile set
I still can't forget this orc snowman near the blacksmith and the christmas tree near the church in Warcraft II
[/offtopic]

Re: Modding water in 3.0+

Posted: 01 Feb 2011, 13:27
by NoQ
Hmm, here's my attempt for 3.0beta4 that doesn't work. What else did i forget to do?

I was intending to modify the arizona water without touching water in other tilesets. Right now, the mod crashes when i try to play any arizona map, with a lot of errors in stderr that i don't understand:

Code: Select all

info    |02:24:05: [main] (global) mod (water.mod.wz) is enabled
error   |02:24:41: [iV_GetTexture] *** texture page-59 not loaded! ***
error   |02:24:41: [iV_GetTexture] This error probably means you did not specify this texture to be preloaded in the appropriate wrf files before referencing it in some pie file
error   |02:24:41: [iV_GetTexture] Remember that patches override several standard wrf files as well
error   |02:24:41: [pie_PrintLoadedTextures] Available texture pages in memory (45 out of 128 max):
error   |02:24:41: [pie_PrintLoadedTextures] 00 : intfac0.png
error   |02:24:41: [pie_PrintLoadedTextures] 01 : intfac1.png
error   |02:24:41: [pie_PrintLoadedTextures] 02 : intfac2.png
error   |02:24:41: [pie_PrintLoadedTextures] 03 : intfac3.png
error   |02:24:41: [pie_PrintLoadedTextures] 04 : intfac4.png
error   |02:24:41: [pie_PrintLoadedTextures] 05 : intfac5.png
error   |02:24:41: [pie_PrintLoadedTextures] 06 : page-6
error   |02:24:41: [pie_PrintLoadedTextures] 07 : texpages/tertilesc1hw
error   |02:24:41: [pie_PrintLoadedTextures] 08 : page-7
error   |02:24:41: [pie_PrintLoadedTextures] 09 : page-8
error   |02:24:41: [pie_PrintLoadedTextures] 10 : page-9
error   |02:24:41: [pie_PrintLoadedTextures] 11 : page-10
error   |02:24:41: [pie_PrintLoadedTextures] 12 : page-10_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 13 : page-11
error   |02:24:41: [pie_PrintLoadedTextures] 14 : page-11_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 15 : page-12
error   |02:24:41: [pie_PrintLoadedTextures] 16 : page-12_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 17 : page-13
error   |02:24:41: [pie_PrintLoadedTextures] 18 : page-13_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 19 : page-14
error   |02:24:41: [pie_PrintLoadedTextures] 20 : page-14_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 21 : page-15
error   |02:24:41: [pie_PrintLoadedTextures] 22 : page-15_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 23 : page-16
error   |02:24:41: [pie_PrintLoadedTextures] 24 : page-16_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 25 : page-17
error   |02:24:41: [pie_PrintLoadedTextures] 26 : page-17_tcmask
error   |02:24:41: [pie_PrintLoadedTextures] 27 : page-18
error   |02:24:41: [pie_PrintLoadedTextures] 28 : page-19
error   |02:24:41: [pie_PrintLoadedTextures] 29 : page-20
error   |02:24:41: [pie_PrintLoadedTextures] 30 : page-21
error   |02:24:41: [pie_PrintLoadedTextures] 31 : page-22
error   |02:24:41: [pie_PrintLoadedTextures] 32 : page-23
error   |02:24:41: [pie_PrintLoadedTextures] 33 : page-24
error   |02:24:41: [pie_PrintLoadedTextures] 34 : page-25
error   |02:24:41: [pie_PrintLoadedTextures] 35 : page-80
error   |02:24:41: [pie_PrintLoadedTextures] 36 : page-81
error   |02:24:41: [pie_PrintLoadedTextures] 37 : page-82
error   |02:24:41: [pie_PrintLoadedTextures] 38 : page-83
error   |02:24:41: [pie_PrintLoadedTextures] 39 : page-84
error   |02:24:41: [pie_PrintLoadedTextures] 40 : page-85
error   |02:24:41: [pie_PrintLoadedTextures] 41 : page-86
error   |02:24:41: [pie_PrintLoadedTextures] 42 : page-87
error   |02:24:41: [pie_PrintLoadedTextures] 43 : page-88
error   |02:24:41: [iV_ProcessIMD] iV_ProcessIMD radarsensor.pie could not load tex page page-59
error   |02:24:41: [dataIMDBufferLoad] IMD load failed - radarsensor.pie
error   |02:24:41: [resLoadFile] resLoadFile: The load function for resource type "IMD" failed for file "radarsensor.pie"
fatal   |02:24:41: [resLoad] Failed to parse wrf/piestats.wrf
fatal   |02:24:41: [startGameLoop] Shutting down after failure

Re: Modding water in 3.0+

Posted: 01 Feb 2011, 15:28
by Per
You probably overrided some wrf file that specified the page-59 for the ecm jammer model, and didn't add this page in your own replacement wrf.

Re: Modding water in 3.0+

Posted: 01 Feb 2011, 18:56
by Mysteryem
Well, here is a mod that does the job, you'll have to add your own texpages though, since it's using txt files as placeholders to show where the texpages should go and what names they should be. For instance, your textures would replace the arizona placeholders and the standard water would replace both the water for urban and rockies. The mod should also work for the campaign, but I haven't checked it.

Re: Modding water in 3.0+

Posted: 01 Feb 2011, 21:27
by NoQ
Thanks, got it working! :D
Now i'll try to integrate it into my volcanic mod, so that it didn't break other tilesets.