Any help is appreciated!
Shiny Water Castle Interior
#1
Posté 11 décembre 2010 - 10:58
Any help is appreciated!
#2
Posté 11 décembre 2010 - 11:35
Those files hold the texture information for the water used in the city tileset and the castle interior tileset. The water in the city tileset uses shiny water, the other one doesn't.
The file tcn01_water01.txi starts with
bumpyshinytexture ttr01__env
bumpmaptexture shinywater
...
Those lines are missing in the texture information for the castle interior water.
I guess the placeables for which the shiny water works use the water texture from the city or rural tileset while those that don't have shiny water either have their own water texture or use the textures from the tilesets that don't make use of shiny water, like the castle interior.
I haven't tested this myself, but I'm pretty sure you could activate shiney water in the castle interior tileset by adding those two lines to the file tic01_water01.txi.
#3
Posté 11 décembre 2010 - 09:18
#4
Posté 11 décembre 2010 - 10:32
If you want to replace the water texture from one tileset by that of another one, you should overwrite the water's txi file as well as the texture file.
#5
Posté 12 décembre 2010 - 01:09
I went and did the editions of both .txi's and Tga's, separately and then joined, trying multiple combinations, but all I got were "fragmented" water graphics. I'm guessing it is screwed due to the way the texture is actually placed on the model, but I could be wrong.
If anyone has actually succeeded at enabling shiny water for both tilesets, please let me know how you did it!
Modifié par Jedijax, 12 décembre 2010 - 01:51 .
#6
Posté 12 décembre 2010 - 10:38
#7
Posté 12 décembre 2010 - 03:58
I have been testing the shiny water in this tileset wondering why Bioware hasn't enabled it and I think that I discovered why: if you load/start a game in this tileset near the water with shiny water enabled (especially near the baths' group) it will crash your game.
If you use "...env" texture for water of other tileset, the shiny water will be ok in game (except when you load/start a game like I said earlier) but if you try to create its own "env" texture for the castle tileset it (including the ".txi" file, of course) it will crash your game EVEN if the shiny water is disabled ¬¬'
EDIT: Ok, I have remembered the "ATI / shiny water" thing. I fixed that issue long ago and the others tilesets are ok, maybe this one needs a different fix... I will post here if I resolve it. It would be interesting if a non ATI user try to enable shiny water in this tileset to see if his game crashes too
Modifié par Xenovant, 12 décembre 2010 - 04:55 .
#8
Posté 12 décembre 2010 - 07:24
You can see it working in this image:
#9
Posté 12 décembre 2010 - 08:28
#10
Posté 12 décembre 2010 - 10:33
Also, I didn't change the rotate thingie in the model, and the bath water still looks right to me... what is the rotate tweak meant to do?
The one I'm presently having trouble with is the pool tile for small, good temples, included in City Interior. It seems this particular tileset has two types of water, and no matter what I do (editing both TXI's or TGA's), the shiny effect shows fragmented. Hope you guys can check this out; maybe you know what's wrong. Perhaps it is the rotate thingama?
Modifié par Jedijax, 12 décembre 2010 - 10:35 .
#11
Posté 12 décembre 2010 - 11:21
#12
Posté 12 décembre 2010 - 11:56
the_isolator wrote...
I thought you could only use the rotate texture function for one object per tile. If you enable it on the water, won't that disable it on some other area in the tileset, presumbly the floor?
I don't know if you can use that function in 1 object only, the truth is that my knowledge of tilesets is very
limited, I try to avoid their models, I hate them xD I checked everything else in the tile and it's as before.
the_isolator wrote...
The rotate texture fuction, allows a texture to appear seamless throughtout a tileset, so that it lines up perfectly with any adjacent tiles. It shouldn't be necessary to use it for the water, as the models it is used in are standalone, and don't connect to other tiles. I'm probably not explaining this well, but as far as I know (in my limited experience) you shouldn't have to worry about turning it on for the water in the Castle Interior sets. It's mostly used for ground textures and terrain.
Well... What I did was to check the water in other tilesets and I saw that it had that function enabled, so I enabled it to solve my strange crashes (maybe it's just a goblin messing with my pc xD)
Jedijax wrote...
Well, I've already tested shiny water in Castle Interior, but only the bath tile, the exact same Xenovant has graciously showed here. It seems to work just fine, and I saved close to it without having any troubles at loading, so that must be a particular problem. However, I have yet to see how the shiny effect works with the fountain tile of the same set.
Also, I didn't change the rotate thingie in the model, and the bath water still looks right to me... what is the rotate tweak meant to do?
The one I'm presently having trouble with is the pool tile for small, good temples, included in City Interior. It seems this particular tileset has two types of water, and no matter what I do (editing both TXI's or TGA's), the shiny effect shows fragmented. Hope you guys can check this out; maybe you know what's wrong. Perhaps it is the rotate thingama?
You mean the neutral temple? I changed it and it's ok. I only changed the existing .txi of one of the water's textures
#13
Posté 13 décembre 2010 - 01:21
It seems only one of the two different waters has a txi file. This is the one I've modified as Zwercules mentioned, by adding the two extra lines, but it looks all fragmented in-game. I'm guessing this has to do with the rotator text thingie we've been discussing. Could you please tell me exactly what you did Xenovant, so I may reproduce it with the TIN txi file on my end? Thanks in advance!
Also, you were right, I'm getting corrupted save files after enabling shiny water in Castle Interior. So, any help with the fix would be appreciated!
Modifié par Jedijax, 13 décembre 2010 - 05:52 .
#14
Posté 13 décembre 2010 - 12:53
For the fix... I have discovered that you don't need to fix/change the "rotate texture" thing. You only have to decompile the models and throw them in your override xD
These are the files that you have to decompile (for both, castle and city interiors):

EDIT: If you want, I could send you the files via email, upload them somewhere and send you a P.M. with the link, etc.
Modifié par Xenovant, 13 décembre 2010 - 01:02 .
#15
Posté 13 décembre 2010 - 10:50
Thanks to everyone who posted!:happy:
Modifié par Jedijax, 14 décembre 2010 - 05:12 .





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