Page 1 of 1
Posted: 30 Jun 2012, 02:19
KDL
Hello, R6TE and I were testing custom water.m. We found out that:
1. According to PRM decoder: original water.m is semi transparent (translucent, 2^2), uv mapped to 0x0 and colored like the following:

Code: Select all

rvulong 6815693


=> That doesn't conflict with our new custom water.m: translucent + Alpha values
2. In edit mode (objects), the custom water.m will load the texture , but in game, it won't, it'll use the vertex color instead
3. water.bmp won't be loaded either (except for ripples? I think it's blending?)

So (2): Re-Volt Should load the textures, I know perfectly well that's all about sinusoidal equations (bitmap may be torn away) but the upcoming TexAnim GUIs may oppose it? At any case, it'll be worth to load the textures for water.m or find a way to do so.


Thanks for reading.

Posted: 30 Jun 2012, 17:54
MythicMonkey
Yes! Custom water, please! :D

Mythic

Posted: 30 Jun 2012, 20:38
Huki
@K,
Unlike edit mode, the water.m properties are hard coded during normal game:
- The model uses water.bmp texture.
- All polys are Tris, no Quads.
- Semi transparent, color rgb(128,128,128) and alpha 192.

If the texture is not loaded properly, you can check these:
- Make sure you have placed the texture in your track's Custom folder and named it as water.bmp.
- Check if there are any conflicting objects in the track using the same texture slot. Sun, Dragon and Clouds use the same slot as the Water object to load their textures.