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Water wakes

Posted: 07 Jul 2012, 22:06
by Tiberium
How do you add water wakes to boats :oops:

Seems all the cool mods have 'em and i cant figure out how there done its like im missing a part thats built in i cant find anything in any mod folder except these:

wake.tga - Placed in bitmaps/gpl

wake='GPL/wake.png', added to resources - had to add this as i built on the tutorial game.

now my animation file has:
local wake1, wake2 = piece('fanl', 'fanr')
SFXTYPE_WAKE1 = 2

local function Wake()
Signal(SIG_Move)
SetSignalMask(SIG_Move)
while true do
Spring.Echo("Do you see it yet :/") -- didnt think so
EmitSfx( wake1, 2 )
EmitSfx( wake2, 2 )
Sleep( 200)
end
end

Which is called when the boat moves i do get the Echo so i got no idea why its not showing is this a built in effect or is there somewhere i need to declare the wake effect? like a CEG maybe? i also looked at other mods for any wake CEGs couldnt find anything even tried someone elses unit/model and animation to see if it was mine that was the problem :( could it be i need to depend or include something?

Re: Water wakes

Posted: 07 Jul 2012, 22:20
by luckywaldo7
Change

Code: Select all

EmitSfx( wake1, 2 )
EmitSfx( wake2, 2 )
to

Code: Select all

EmitSfx( wake1, SFX.WAKE )
EmitSfx( wake2, SFX.WAKE )
That should use your wake texture for the default expanding-texture type of wake effect.

Writting your own ceg will give you a lot more control and let you make it nicer, but this should make it work at least.

Re: Water wakes

Posted: 07 Jul 2012, 23:41
by FLOZi
SFX.WAKE == 2, waldo.

Are the wake emitting pieces just blank?

There should be no need to overwrite wake.tga or add to resources.lua (if you are using the 'automatic' one which is recommended)

Re: Water wakes

Posted: 08 Jul 2012, 00:03
by Deadnight Warrior
Tiberium wrote:wake.tga - Placed in bitmaps/gpl

wake='GPL/wake.png', added to resources - had to add this as i built on the tutorial game.
The wake.tga is present in spring/base/spring/bitmaps.sdz so you don't need to add it to your project.

Re: Water wakes

Posted: 08 Jul 2012, 00:09
by knorke
just tested and just EmitSfx( bla, SFX.WAKE ) works.
seems stupid but did you make sure the effect is not obscured by the model? the effect is rather small.

Re: Water wakes

Posted: 08 Jul 2012, 00:53
by Tiberium
thanks for the tips ive tried a few things and its still not working :?

i typed gibberish into the resources.lua and the game wont run if it cant find a graphic for wake so i know thats fine.

ive appled the EmitSfx( turret, SFX.WAKE ) to the turret to see it more clearly and well its not there i was expecting to see a greyish rectangle at least but nothing?

and since theres no CEG for it i dont see how i could mess it up this bad lol and even tried commenting out the resources wake=wake.tga and even that runs but no graphic or rectangle where it should be.

also i dont think its animation or the unit as i had took a unit,model,texture,animation from another game and even that doesnt work in my game is there anyway i can find out if wake is even SFX.WAKE is being ignored or not?

Re: Water wakes

Posted: 08 Jul 2012, 01:23
by knorke
hm, maybe upload your mod?

I tested with this:
http://springrts.com/wiki/SpringTutorialGame
on one of the hovercraft.
It only required adding the emitsfx to script, no changes to resources.lua etc

Re: Water wakes

Posted: 08 Jul 2012, 02:32
by Tiberium
i have no idea what im doing wrong but i downloaded your base tutorial game and under the script hovereffects.lua i changed all 3 EmitSfx tags to EmitSfx (body, SFX.WAKE)

when i played the game i build the Acid King from the factory i can use it fine just no water wake.

at this point im thinking theres something wrong with spring but zero-k boats are using water wakes just fine?

i also expect my project will work for you since i cant even make a tiny change and it work? i may install spring again to be sure

Re: Water wakes

Posted: 08 Jul 2012, 02:35
by knorke
are you testing the unit over water?

Re: Water wakes

Posted: 08 Jul 2012, 02:41
by Tiberium
Haha yes i was ive tried all different boat models too so it wasnt just my own one not working very strange tho im re installing incase i somehow mangled the original spring defaults

Edit: unfourtunatly still the same :(

Re: Water wakes

Posted: 08 Jul 2012, 04:04
by knorke
the "gun boat" in your mod has waves for me.
on map Ternion.

Re: Water wakes

Posted: 08 Jul 2012, 04:15
by Tiberium
ok thanks for trying that so thats good to know it does indeed work i just tried downloading that map and still the boat does not emit that damn wake.

at least i can rule my game out as the problem i got no idea what to try?

could you take a pic so i could see what it does look like :P

Re: Water wakes

Posted: 08 Jul 2012, 04:18
by knorke
BA ships still have wakes?
If not, maybe particle count is too low maybe?

Image

Re: Water wakes

Posted: 08 Jul 2012, 04:29
by Tiberium
:oops: i think i got it apparently they dont work in dynamic for me but zero-k does very strange? but the other water options are showing it and also it was set to dynamic as standard? what setting do you have?

Re: Water wakes

Posted: 08 Jul 2012, 04:33
by knorke
screenshot is /water 0 but i actually tried all settings. (all worked)
might be a bug.

Re: Water wakes

Posted: 08 Jul 2012, 04:41
by Tiberium
Ok thanks alot for helping me clear this up gonna try and update driver and mess with settings failure to achieve i will have to choose another water type its not so bad but i will miss those ripples when rockets hit the water :(

Re: Water wakes

Posted: 08 Jul 2012, 13:48
by Kloot
note there is a bug in /water 2 that can cause wakes to not show up for ships with deep waterlines (fixed for 89.0)

Re: Water wakes

Posted: 08 Jul 2012, 20:55
by Tiberium
ah it would be that then thanks for letting me know :-) glad its fixed in the mean time im just using a CEG to make the wake

Re: Water wakes

Posted: 09 Jul 2012, 00:00
by hoijui
you chould try with this spring build:
http://springrts.com/wiki/Download_Testing
if what you see is really what kloot suggested.
it would be fixed there.