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Realistic Water Making Tutorial - By Bumpaneer, StoneRook an [message #-993666] Mon, 21 October 2002 13:59 Go to previous messageGo to previous message
Anonymous
It's about time someone made a tutorial. I thought I'd be the first to display it in a map, but hopefully not now. [Wink]

I had asked Greg H. about the computing vertex solve when you have the multilayer add option.
quote:
The Problem is:
When I Compute Vertex solve the mesh goes almost pure white! Which is bad. I've checked the colors (diffuse or ambient) and it didn't help... It seems to be something to do with the Add blend mode.

This is what I have:

Pass 1:
Blend Mode: Opaque
Stage 0 Mapping: Linear Offset - Args:VPerSec=-0.01
Stage 0 Texture: water_texture.tga

Pass 2:
Blend Mode: Add
Pri Gradient: Bump-Enviro
Detail Color: Add
Stage 0 Mapping: BumpEnv - Args: BumpScale=0.0 BumpRotation=0.0 VPerSec=-0.01
Stage 1 Mapping: Environment
Stage 0 Texture: bump_water.tga
Stage 1 Texture: water_reflect.tga - Emissive Lightmap

Can you help? It looks fine in W3D viewer or Commando (before I run Compute Vertex Solve, then it looks ghostly!)

Thanks for your time!
-Iny

Greg said:
quote:
I wonder if there is a way to exclude the water from the vertex solve. I don't remember off hand but I think that's probably the best way to approach this problem.

greg

So I recommend making a separate mesh and importing it in the end.

Hope that helps all those who find this problem.

[Cool]
 
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