Making water work
Making water work
I'm adding media to a map and being a total map-making nub, I'm having a lot of difficulty in making water work. It seems there are multiple places you have to set values in order to make a part of your mesh behave like liquid. Can someone clue me in as to all the steps I need to take to make it happen?
Re: Making water work
The best documentation I found for basic (but fairly complete) instructions on getting water to work on maps was in Heal with Steel's Newbie Mapmaking tutorial.Anthson wrote:I'm adding media to a map and being a total map-making nub, I'm having a lot of difficulty in making water work. It seems there are multiple places you have to set values in order to make a part of your mesh behave like liquid. Can someone clue me in as to all the steps I need to take to make it happen?
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
- William Wallet
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It's difficult to offer advice, as I don't actually know what part you're stuck at.
I would start making water by having a grayscale image; black where you want media, white where you don't. Import that as a media map or whatever in Loathing, and it should go all media-ish. (I used to have to reload my map for it to take effect).
You can set a global media height for the whole map, or if you want to be snazzy, you can import a displacement map for the media itself (so you can have water going up hill, down hill, whatever.... depends on what your 'media' is actually supposed to be).
Again, this is probably useless advice because I'm not sure where you're up to. Sorry!
I would start making water by having a grayscale image; black where you want media, white where you don't. Import that as a media map or whatever in Loathing, and it should go all media-ish. (I used to have to reload my map for it to take effect).
You can set a global media height for the whole map, or if you want to be snazzy, you can import a displacement map for the media itself (so you can have water going up hill, down hill, whatever.... depends on what your 'media' is actually supposed to be).
Again, this is probably useless advice because I'm not sure where you're up to. Sorry!
Okay I got the models but now I'm too dumb to do anything with 'em
Yeah, however, I had always followed these rules and it always worked fine. So, importing reflection map (black - water, white - land) of the same size as your cmap and then setting water's depth. You can also use Loathing tool to select places where reflections should be, but I heard that this is nasty tool.William Wallet wrote:It's difficult to offer advice, as I don't actually know what part you're stuck at.
I would start making water by having a grayscale image; black where you want media, white where you don't. Import that as a media map or whatever in Loathing, and it should go all media-ish. (I used to have to reload my map for it to take effect).
You can set a global media height for the whole map, or if you want to be snazzy, you can import a displacement map for the media itself (so you can have water going up hill, down hill, whatever.... depends on what your 'media' is actually supposed to be).
Again, this is probably useless advice because I'm not sure where you're up to. Sorry!
Or, maybe you just didn't set media type for your mesh, though, I really don't know if it's possible or what happens when you do so.
And just like Will wrote, these hints might be useless at all...
Looks like I gave you a bad link to the tutorial that walks you through the necessary steps. Try this one:Anthson wrote:I have pored through many tutorials there at your suggestion and I cannot find anything that answers my question.
http://mything.org/mythgraveyard/file/H ... l_only.pdf
There are a lot of little details that need to be _just_ right for water - like how you save your photoshop/image file for the reflection map and how you import it, how you set the media level in loathing - how terrain elevation (displacement) interacts with the terrain (water depth) you assign to water - etc. Without knowing the _specific_ issue you are stuck on it;s hard to just 'tell you everything'. The sections in the Mapmaking for Newbies guide that deal with the reflection map and media worked for me when I followed them step by step I ended up with water on my map that acted like water, if it doesn't have what you are looking for, post here with your specific question.
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
Dude this tutorial is the best thing I've ever read. Seriously tons of thanks for linking me. Because of this thing, I've been able to finish my map without having to figure out a lot of stuff on my own. There's one thing I still can't get, though.
My map just won't show up when I open Myth and go to netgames. It's flagged as "complete" and isn't set up as a single player map, so I'm not sure what I'm doing wrong. The mesh is a reimagining of a classic Myth map and I did make a copy of that map's tag in Fear at one point, so maybe that has something to do with it?
My map just won't show up when I open Myth and go to netgames. It's flagged as "complete" and isn't set up as a single player map, so I'm not sure what I'm doing wrong. The mesh is a reimagining of a classic Myth map and I did make a copy of that map's tag in Fear at one point, so maybe that has something to do with it?
ah, so when you're testing it as a multiplayer mesh out of your local folder you're doing so on mariusnet? if so, the problem would be that most local folder items (aside from observer constants and formations, pretty much) are disabled as an anti-cheating measure on metaservers. if you're testing by yourself, it's much better to test multiplayer meshes using tcp/ip, where your local folder will not be disabled and you don't need to build a plugin.
*toot*
That tutorial is the best overall mapmaking guide imo - answers more topics than any other single source I've found. Glad the info was of some use to you.Anthson wrote:Dude this tutorial is the best thing I've ever read. Seriously tons of thanks for linking me. Because of this thing, I've been able to finish my map without having to figure out a lot of stuff on my own. There's one thing I still can't get, though.
I like new maps, so anything I can do to help people finish new myth creations is a good thing(tm).
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.