Water discussion and bumpwater smd tags

Water discussion and bumpwater smd tags

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Which water level do you use while playing?

Basic
13
23%
Reflective
6
11%
Relflective+refractive
11
20%
Dynamic
2
4%
Bump-mapped
23
41%
Other
1
2%
 
Total votes: 56

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Water discussion and bumpwater smd tags

Post by Beherith »

Since we got bumpwater, I havent seen a comprehensive, mappers guide to using it, so I thought we should pool our efforts to make the best of this great new feature.

I asked jK about what new smd tags, he said it doesnt use the old water smd tags because the colors were all wrong. He linked me the svn commit of bumpwater, which only lists the tags, but doesnt provide an adequate description:
http://spring.clan-sy.com/websvn/listin ... =6124&sc=1

*and the map options (new/changed marked with a *):
surfaceColor = (0.75f, 0.8f, 0.85f)
surfaceAlpha = 0.55f
*diffuseColor = (1.0f, 1.0f, 1.0f)
specularColor = groundSunColor
*specularPower = 20.0f (RENAMED!!! this was specularFactor before)
*specularFactor = 1.0f
*ambientFactor = 1.0f
*diffuseFactor = 1.0f
fresnelMin = 0.2f (0.0<x<=1.0)
fresnelMax = 0.7f (<1.0-fresnelMin)
fresnelPower = 4.0f
*reflectionDistortion = 1.0f
*blurBase = 2.0f
*blurExponent = 1.5f
*perlinStartFreq = 8.0f (those perlin.. influence the wave sizes)
*perlinLacunarity = 3.0f
*perlinAmplitude = 0.9f (0.0<x<=1.0)
Now, the smd syntax of these is, for example:
surfaceColor = (0.75f, 0.8f, 0.85f) -->
[WATER]
{
WaterSurfaceColor = 0.75 0.8 0.85;
}

My real issue is, that I have more or less no clue what these tags actually do. Ill be looking through them and tweaking them to find out, any help in this would be greatly appreciated.

Edit:

Added these tags to the smd wiki page, feel free to correct and update them:

http://spring.clan-sy.com/wiki/Maps:SMD
User avatar
thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Water discussion and bumpwater smd tags

Post by thesleepless »

would be nice to see some screens of the different settings in comparison,

only basic, reflective, reflective+refractive work for me
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Water discussion and bumpwater smd tags

Post by Beherith »

So, after a few hours of tweaking, i managed to decipher most of the new water tags. A complete description can be found on the wiki. I also updated the old water tag descriptions.

http://spring.clan-sy.com/wiki/Maps:SMD
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Water discussion and bumpwater smd tags

Post by Quanto042 »

Ah thanks for the Intel, I've been wondering what I could to to get my bump water to look less generic. Seems to be a lot of info still missing, but it seems to me that most of the settings are pretty useless anyways.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Water discussion and bumpwater smd tags

Post by Beherith »

Yeah, most of the tags labeled -no clue- dont really seem to do anything signficant, so you might as well keep them at default.
If this excersize was good for anything, then its that I figured out how waterabsorb actually works :)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Water discussion and bumpwater smd tags

Post by Warlord Zsinj »

Figuring out all these water tags aren't going to help you that much with desert world maps ;)
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Water discussion and bumpwater smd tags

Post by Hoi »

Talking isn't going to help you finish IW and release it :wink:
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Water discussion and bumpwater smd tags

Post by Beherith »

Found some VERY interesting, and insanely powerful features in the bumpwater renderer:

You can replace the textures it uses, by adding these smd tags:

WaterNormalTexture= (looks for bitmap in /maps) ;
WaterTexture= ;
WaterFoamTexture= ;

Makes all kinds of stuff possible.

EDIT: Premature joy :(
Waternormaltexture seems to work, but watertexture doesnt :(
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Water discussion and bumpwater smd tags

Post by Otherside »

JK could fix it :p
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Water discussion and bumpwater smd tags

Post by CarRepairer »

Am I the only one who voted "other" in protest over the fact that this option can't exist?
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Water discussion and bumpwater smd tags

Post by azaremoth »

CarRepairer wrote:Am I the only one who voted "other" in protest over the fact that this option can't exist?
Well - "other" could be: "I am using all of them", by activating the FPS-manager for example. At least this was my thought...
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Water discussion and bumpwater smd tags

Post by jK »

i thought more of a self lua written one ^^
(BumpWater was a widget in its beta-stage)
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Water discussion and bumpwater smd tags

Post by CarRepairer »

Ah.. I've used FPS manager but after a few times it was so painful. I found the constant switching back and forth to be more of a drag on my system and it was just easier to set the settings to a low enough level. This was back when I was on a slow laptop however. Now I play at medium settings.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Water discussion and bumpwater smd tags

Post by Beherith »

jK, you gave me that widget a while back, I fixed the bugs in it that caused it to crash, but that involved disabling the first 6 options, may I release it?
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