All-Aircraft-Simulations
rivers...streams...waterfalls .... - Printable Version

+- All-Aircraft-Simulations (https://allaircraftsimulations.com)
+-- Forum: IL2 MAP MODS Download & Discussion (https://allaircraftsimulations.com/forumdisplay.php?fid=269)
+--- Forum: 4.09m (https://allaircraftsimulations.com/forumdisplay.php?fid=365)
+---- Forum: IL2 MAP MODS Discussion & WIP MAP 4.09m (https://allaircraftsimulations.com/forumdisplay.php?fid=335)
+---- Thread: rivers...streams...waterfalls .... (/showthread.php?tid=52524)

Pages: 1 2


- Burning Beard - 11.02.2008

Let me first say I know nothing about any of this, however that said, this is an idea. Would it be possible to place a smoke column colored white to imitate mist coming up from the bottom. I don't know if it could be done or if the height o the smoke column could be limited so it wouldn't extent past the upper terrain. Just my feeble attempt to think outside the box. Wink

Beard


- spud - 11.02.2008

You could! Great idea.

The trick would be that it would have to be done in a mission template, not the map itself since I don't think the "stationary objects" are allowed in the map editing FMB.

Seriously though, awesome idea. That is exactly the kind of lateral thinking that makes the "set dressing" in the player built campaigns so convincing.



tater


- fabianfred - 11.02.2008

[Image: 1202200810-27-25.jpg]


I made the new rock2 align to land=1 so the water doesn't flow uphill (too much) at the back of the cliff.... and also another new rock3 which has the plain textures for using for masking out and is also align=1....and some smoke at the bottom


- spud - 11.02.2008

Change the texture to match the forest. Take a screenshot of the forest and use that...


- Burning Beard - 11.02.2008

Thanks for not slapping me spud, and thank you Fabian, for showing how it would lookWink

Beard


- lowfighter - 12.02.2008

I think a sort of texture could do it. Have all sort of small waterfall segments running all directions but such that if you place one pixel on map_T ONLY ONE waterfal segment is visible. Place then tentatively one pixel where you want the waterfall to be. If direction of waterfal suits you then adjust the "real water" in map_c such that it matches the end of the waterfall. If direction of waterfall doesn't suit, place next pixel which might suit. And so on, some more posibilities of adjusting, adjusting terrain, adjusting water instead to suit it. Small compromises in water position are not really a big deal because the changes would be within a couple of hundred meters. This is just an aplication of Clock Watcher's idea of having different patterns on different parts on the same texture. Again, to me generally it doesn't matter theat you can't place the pattern exactly where you want, because you can always adjust things such that they fit together.


- fabianfred - 12.02.2008

the trouble with using the Rock object as I have ...is that people need these new objects added to their MODS folder and static.ini

there is probably an easier solution


- spud - 12.02.2008

Yeah, since the static.ini starts looking like the old files.txt. Anyone with alternate mods needs to make their own static.ini.

This goes back to an idea posted, a "Pacific Tool Kit." At some point it will likely make sense (after 4.09 final) to add any new objects we like, perhaps on the basic soundmod so everyone is on the same page.

tater


- fly_zo - 12.02.2008

well , maybe some generic waterfall objects pack of 2 or 3 different watter skins in 2 water colors (PTO/ETO) . Just water painted on rocky background so that can be used with all textures (summer or winter)

so all mods will use that generic pack and users should alter static file just once ...

thanks gents for brainstorming , and Fabianfred for that crimea rock ( it's exactly what i had in mind)




Z