Iam looking for water tutors for 3dmax so i can use them in Vietcong .
- Once you created your water surface "plane", you have to assign 1 of the 4 "H, HA, HB, HC" collisions. All 4 are good; it's just to allow us to use more than 1 type of water in our map...
In the PteroMaterial Properties, tick the 2-Sided box too; and select the #0 for the "Type of transparent".
- You will probably have to set your moving texture in "max" if needed too: This is what is written in the the Editor's help file:
TexMove= tex_id, delta_u, delta_v
Select your water surface > right click on it to select > properties > select the user defined panel and add > TexMove= 0, 0, 0.05 (for example).
- The "water consistancy" will be created in the level.ini file
Here is an example of the code (from Stream): //[mat.name][ r g b][fog start][fog end][backgrnd fog start][backgrnd fog end][max water depth]
WATER_fog= H_, 30,33,36, -10, 10, 10, 10, 3
...and add a (under) water sound too: WATER_sound= H_, 2205 (for a "still" water, or 2236 for a "running" water).
Note:
Don't forget to add the _ symbol (in your level.ini file) after your type of "H" collision (H_, HA_, HB_, HC_)
Notes:
- The water collision is only used for the bullets' detection and sound, when we shoot on the water. The player is NOT affected by that collision!
- The "splashes" sound (and "slowing down" ), when we walk in the water, must be assigned on the ground surface of the water...
@apfelbaum i can read german and understand it very well thanks for the help
@Intruder Hi mate how are you doing thanks for the reply my vc stuff is a bit rusty because i did not work with this stuff for years and i lost my old data but this will get met going
Hope to see you soon again ..
Greets
Apache