I try water shader (again) but in game i don't get the effect. my Settings. What reflection mapper is better for water? T1 and T2 (specular) use map channel 1 T3 (Bump) use map channel 2 The bitmap is first image ? (WATERNORM_00.PNG) T4 ( Reflection) use channel 3 Set live mapper Please some one from ISI can describe how to use the shader.. thanks.
Thanks!!! ok i get "WATERPLANE_01.GMT" from Mills Code: <GMTMATERIALS> <MATERIAL> <NAME>WATER</NAME> <FLAGS>FLAG_1;FLAG_2;Blend;FLAG_21;FLAG_24;specularM;emmissiveM;FLAG_31</FLAGS> <AMBIENT><R>0.70588</R><G>0.70588</G><B>0.70588</B><A>1.00000</A></AMBIENT> <DIFFUSE><R>0.68235</R><G>0.68235</G><B>0.68235</B><A>1.00000</A></DIFFUSE> <SPECULAR><R>0.95686</R><G>0.95686</G><B>0.95294</B><A>1.00000</A></SPECULAR> <EMMISIVE><R>0.00000</R><G>0.00000</G><B>0.00000</B><A>1.00000</A></EMMISIVE> <SRCBLEND>SrcAlpha</SRCBLEND> <DSTBLEND>InvSrcAlpha</DSTBLEND> <FSPECULAR>50.00000</FSPECULAR> <SHADER>L2BUMPREFSPECMAPT0</SHADER> <TEXTURE0> <NAME>WATERCOLOR.DDS</NAME> <FLAGS>AutoMip;Trilinear</FLAGS> <UNKNOWN1>FFFFFFFF</UNKNOWN1> <ANIMATION> <TEXTURECOUNT>1</TEXTURECOUNT> </ANIMATION> <ACTOR>1</ACTOR> <ACTION>3</ACTION> <APPLY>1</APPLY> <TEXSTAGE0>0</TEXSTAGE0> <TEXSTAGE1>0</TEXSTAGE1> <COLORKEY>0</COLORKEY> <UNKNOWN2>0</UNKNOWN2> <LODBIAS>-1</LODBIAS> <UNKNOWN3>0</UNKNOWN3> <UNKNOWN4>0</UNKNOWN4> <FRESNELMIN>0</FRESNELMIN> <FRESNELMAX>0</FRESNELMAX> <FRESNELEXP>0</FRESNELEXP> </TEXTURE0> <TEXTURE1> <NAME>WATERSPEC.DDS</NAME> <FLAGS>AutoMip;Trilinear</FLAGS> <UNKNOWN1>FFFFFFFF</UNKNOWN1> <ANIMATION> <TEXTURECOUNT>1</TEXTURECOUNT> </ANIMATION> <ACTOR>2</ACTOR> <ACTION>4</ACTION> <APPLY>1</APPLY> <TEXSTAGE0>1</TEXSTAGE0> <TEXSTAGE1>0</TEXSTAGE1> <COLORKEY>0</COLORKEY> <UNKNOWN2>0</UNKNOWN2> <LODBIAS>3</LODBIAS> <UNKNOWN3>0</UNKNOWN3> <UNKNOWN4>0</UNKNOWN4> <FRESNELMIN>0</FRESNELMIN> <FRESNELMAX>0</FRESNELMAX> <FRESNELEXP>0</FRESNELEXP> </TEXTURE1> <TEXTURE2> <NAME>WaterNorm_.png</NAME> <FLAGS>AutoMip;Trilinear</FLAGS> <UNKNOWN1>FFFFFFFF</UNKNOWN1> <ANIMATION> <TEXTURECOUNT>60</TEXTURECOUNT> <FRAMECOUNT>60</FRAMECOUNT> <FRAME0>0</FRAME0> <FRAME1>1</FRAME1> <FRAME2>2</FRAME2> <FRAME3>3</FRAME3> <FRAME4>4</FRAME4> <FRAME5>5</FRAME5> <FRAME6>6</FRAME6> <FRAME7>7</FRAME7> <FRAME8>8</FRAME8> <FRAME9>9</FRAME9> <FRAME10>10</FRAME10> <FRAME11>11</FRAME11> <FRAME12>12</FRAME12> <FRAME13>13</FRAME13> <FRAME14>14</FRAME14> <FRAME15>15</FRAME15> <FRAME16>16</FRAME16> <FRAME17>17</FRAME17> <FRAME18>18</FRAME18> <FRAME19>19</FRAME19> <FRAME20>20</FRAME20> <FRAME21>21</FRAME21> <FRAME22>22</FRAME22> <FRAME23>23</FRAME23> <FRAME24>24</FRAME24> <FRAME25>25</FRAME25> <FRAME26>26</FRAME26> <FRAME27>27</FRAME27> <FRAME28>28</FRAME28> <FRAME29>29</FRAME29> <FRAME30>30</FRAME30> <FRAME31>31</FRAME31> <FRAME32>32</FRAME32> <FRAME33>33</FRAME33> <FRAME34>34</FRAME34> <FRAME35>35</FRAME35> <FRAME36>36</FRAME36> <FRAME37>37</FRAME37> <FRAME38>38</FRAME38> <FRAME39>39</FRAME39> <FRAME40>40</FRAME40> <FRAME41>41</FRAME41> <FRAME42>42</FRAME42> <FRAME43>43</FRAME43> <FRAME44>44</FRAME44> <FRAME45>45</FRAME45> <FRAME46>46</FRAME46> <FRAME47>47</FRAME47> <FRAME48>48</FRAME48> <FRAME49>49</FRAME49> <FRAME50>50</FRAME50> <FRAME51>51</FRAME51> <FRAME52>52</FRAME52> <FRAME53>53</FRAME53> <FRAME54>54</FRAME54> <FRAME55>55</FRAME55> <FRAME56>56</FRAME56> <FRAME57>57</FRAME57> <FRAME58>58</FRAME58> <FRAME59>59</FRAME59> <ANIMATIONTYPE>1</ANIMATIONTYPE> <FREQUENCY>30.000000</FREQUENCY> </ANIMATION> <ACTOR>5</ACTOR> <ACTION>4</ACTION> <APPLY>1</APPLY> <TEXSTAGE0>2</TEXSTAGE0> <TEXSTAGE1>0</TEXSTAGE1> <COLORKEY>0</COLORKEY> <UNKNOWN2>0</UNKNOWN2> <LODBIAS>10</LODBIAS> <UNKNOWN3>0</UNKNOWN3> <UNKNOWN4>0</UNKNOWN4> <FRESNELMIN>0</FRESNELMIN> <FRESNELMAX>0</FRESNELMAX> <FRESNELEXP>0</FRESNELEXP> </TEXTURE2> <TEXTURE3> <NAME>TRACK_CUBE.DDS</NAME> <FLAGS>RenderTgt;AutoMip;Trilinear;LiveMapper;FrameWithoutZ</FLAGS> <UNKNOWN1>FFFFFFFF</UNKNOWN1> <ANIMATION> <TEXTURECOUNT>1</TEXTURECOUNT> </ANIMATION> <ACTOR>4</ACTOR> <ACTION>4</ACTION> <APPLY>0.25</APPLY> <TEXSTAGE0>3</TEXSTAGE0> <TEXSTAGE1>0</TEXSTAGE1> <COLORKEY>0</COLORKEY> <UNKNOWN2>0</UNKNOWN2> <LODBIAS>-1</LODBIAS> <UNKNOWN3>0</UNKNOWN3> <UNKNOWN4>0</UNKNOWN4> <FRESNELMIN>0</FRESNELMIN> <FRESNELMAX>0</FRESNELMAX> <FRESNELEXP>0</FRESNELEXP> </TEXTURE3> </MATERIAL> </GMTMATERIALS>
Ok animation waves works one question: The animation have 60 frames i should put all frames and commas by hand? Now i need to set reflections and color
It looks like it's using cubic reflection mapper, not planar Next version of my tool should include reflection mapper name and a few more informations, but I don't know when I get back to it. EDIT: As for animation frames I have no idea. I know how they're stored in GMT file, but I don't know the syntax in 3D Studio plugins since I don't really use them. But looking at tire modelling tutorial they have something like this: (0,1,2,3,4,5) But yeah, you need to type it all in by hand Although I don't know if Mills is the best example - it's one of the oldest tracks released. Palm Beach has a small pond with water and this track is the most recently updated one. It's water has transparency so you can see the bottom of a pond aswell. So bottom is likely using some shader aswell to create impression of depth.
Ok get it. Is like a pool.. The underwater ground I change vertex color to dark blue. For testing i use deepblue texture from K Szczech.
I used all of marios settings above and it worked for me. Just make sure you check the mapping of the bump and remap if needed Basic run down T1 and T2 (specular) use map channel 1 T3 (Bump) use map channel 2 ( Frames is 60 and Rate 30 seq: setting is what mario shows but counting to 59) T4 ( Reflection) use channel 3 Tick live mapper You can get water textures from ISI tracks if you haven't already. You will want the norm textures
@Nibiru can you help me? Water animation work well but i have a white water like this: I have same setting texture as above posts.
and reduce the cube map blend percentage down. Looks like you have it set at 100. In Marios screenshot above he has it set to 50 but play with that to get your desired result.