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#3465966 - 12/01/11 08:18 PM How to use Roy's Water in a terrain  
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Posts: 2,751
RAF_Roy Offline
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Hi All,

The question some time ago came up how to use my Water in a terrain set, I think it was by Ray and for use in SPAW specifically.

This post should clarify the issue for modders.

First of all there were various versions of my water, so you should only use that water from my final version which was included in the the BeachHell Isles Final release .zip ( http://www.sandbagger.uk.com/RafRoy/W-BeachHell_Isles.zip ) from that .zip extract the LRWATER.bmp
or for convenience a renamed copy is here:
(corrected for the 256 x 256 Bn version)
http://webspace.webring.com/people/kr/raf_roy/Roys-BHIF_BNWATER.bmp

(Please note that if otherwise wanting to fly Beach Final there are additonal patches to the scenario posted on my Webring site, the thread noting changes and additonal files in this SimHQ thread:
http://simhq.com/forum/ubbthreads.php/topics/3214434/BeachHell_Isles_release_add_on.html
)

next step; setting up and knowing the problem
to use the water tile, set up your EAW.tm so all water is used only in a north orient in the EAW.tm, (code: 02)
Now when you do that and place the water into your terrain you see that everywhere that the coasts in your terrain meet you would need to make a version of your coasts with the water pasted into the coast section merging area with the same orient of the water, i.e. north.

Once you do that you will find that everywhere your coasts have a north or south orient the water matches nicely at the merging area, but everywhere that the coast tile have a orient of east or west it will not, since the water has i.e horizontal or vertical lines or waves.
as this pic illustrates:

in the pic is an example (red) tile (not done but you can see what the water merge area would be), it would be fine in one direction but when oriented in another direction (yellow), you see the problem the 'waves' do not match and it is ugly.
the tile will work in 2 direction e.g 'north' or 'south' but not the other 2.

The solution is you would for every coast tile that you use in the other direction you would need to have another tile that is a copy, that you have oriented to paste the water into the merge area with the proper wave orientation.
so if you used every possible coast tile you have to come up with some extra tiles, as you know this would be problematic in a full terrain if you already using all tiles.
here's a copy Dom's notes per EAW 1.2 and the coasts section and orient codes for the EAW.tm:
Code:
 Tiles- Orient in EAW.TM
(North East South West)

Coasts--- N- E- S- W
BNCOAST1 03 43 83 C3
BNCOAST2 05 45 85 C5
BNCOAST3 04 44 84 C4
BNCOAST4 20 60 A0 E0
BNCOAST5 21 61 A1 E1
BNCOAST6 2C 6C AC EC
BNCOSTBR 34 74 B4 F4
BNCOSTCT 39 79 B9 F9
BNCOSTRV 37 77 B7 F7
BNCOSTTR 3A 7A BA FA
BNCOSTU1 32 72 B2 F2
BNCOSTU2 33 73 B3 F3


Now if you have not used the full tile set in your scenario and thus have spares, including possibly the extended EAW 1.28x series tiles additons than you can simply make the copies as you need and each palce where your coast would face the direction that the waves don't match you would simply use the copy with the proper orient and the code for that tile (the code for the copy you use for the EAW.tm).
Then it works.
Another problem would be that you need to use a coastal or river tile tile in conjuction with a .BP overlay if you want real land/water charactistics with the tile. (I have a tutorial for making .BP overlays on my site)

The only other solutions I can think of would be to use some sort of matrix of water tiles in varying directions to match your coasts, or develop your own version of the 'virtual seamless' water that possibly mirrors itself (see my old threads on the topic - search keywords 'water' or 'seamless' )

then you can have water looking like this:




Hope this helps anyone to make a great addition to their scenario.


Cheers!

Last edited by RAF_Roy; 12/01/11 08:53 PM. Reason: posted BNWater version 256 x 256 of the tile

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#3465972 - 12/01/11 08:30 PM Re: How to use Roy's Water in a terrain [Re: RAF_Roy]  
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Posts: 2,751
RAF_Roy Offline
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RAF_Roy  Offline
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Joined: Aug 2002
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whoops that copy of the water tile I posted is a 128 x 128 version sorry.. get the BNWater.bmp from the .zip


Roy's || Tally Ho Pages
#3465993 - 12/01/11 08:51 PM Re: How to use Roy's Water in a terrain [Re: RAF_Roy]  
Joined: Aug 2002
Posts: 2,751
RAF_Roy Offline
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RAF_Roy  Offline
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Joined: Aug 2002
Posts: 2,751
So. California - U.S.A.
Here's a copy 256 x 256 of the BNWater.bmp tile;
http://webspace.webring.com/people/kr/raf_roy/Roys-BHIF_BNWATER.bmp


Roy's || Tally Ho Pages
#3465996 - 12/01/11 08:52 PM Re: How to use Roy's Water in a terrain [Re: RAF_Roy]  
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Posts: 13,341
Col. Gibbon Offline
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Col. Gibbon  Offline
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Posts: 13,341
Hi Roy.

Any chance of a 512x512 24bit BMP version? exitstageleft


Supports EAW 1.29.exe, Drop in and Play Technology. wink

1.29 download
#3466003 - 12/01/11 08:55 PM Re: How to use Roy's Water in a terrain [Re: RAF_Roy]  
Joined: Aug 2002
Posts: 2,751
RAF_Roy Offline
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RAF_Roy  Offline
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Joined: Aug 2002
Posts: 2,751
So. California - U.S.A.
The .bmp is 24 bit but no I haven't made a 512 version.


Roy's || Tally Ho Pages
#3466006 - 12/01/11 08:57 PM Re: How to use Roy's Water in a terrain [Re: RAF_Roy]  
Joined: Aug 2002
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RAF_Roy Offline
EAW Bodger
RAF_Roy  Offline
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Joined: Aug 2002
Posts: 2,751
So. California - U.S.A.
I'm also unsure of if in the 512 use of tiles whether you would need to do the mirror of the 2 edge pixels or not I have to make some tests


Roy's || Tally Ho Pages

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