Changing the water color

ArmA editing, missions, modeling, textures, terrains

Moderators: Lone Wolf, Snake Man

Post Reply
Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Changing the water color

Post by Snake Man » 2007-09-06 00:27:08

Has anyone found out where to change the water color (I assume its possible like in OFP)?

For example not all upcoming islands are built on the tropical setting where you get that nice turqoise water, but it might be more dark blue or so, maybe brown like in Vietnam rivers for example.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

kubi
Newbie
Posts: 6
Joined: 2006-07-09 08:17:05

Post by kubi » 2007-09-06 05:51:45

Is it possible to make a real river or inland lake in Arma? Not on 0 level...

Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2007-09-06 07:09:15

I dont think so, but dunno as I havent investigated visitor 3 at all yet. But most propably not...
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Solus
Newbie
Posts: 10
Joined: 2007-05-26 08:35:10

Post by Solus » 2007-09-12 17:51:08

Deanosbeano told me about some objects in ArmA that allow things to sink into the ground and other objects that can be set at any height to make things act like they're in water. Maybe things like that can be made to work like a river/stream/lake.

Berghoff
Recruit
Posts: 29
Joined: 2005-01-03 16:45:00

Post by Berghoff » 2007-09-19 17:07:19

kubi wrote:Is it possible to make a real river or inland lake in Arma? Not on 0 level...
Guess there is a limited way, check pond.p3d in misc.pbo, its like a real lake with reflection, swimming feature etc. :D

Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2007-09-19 20:05:20

Heh, nobody know if the water color values can be changed? :o
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Solus
Newbie
Posts: 10
Joined: 2007-05-26 08:35:10

Post by Solus » 2007-09-21 04:10:10

I think the water texture might be able to be changed somewhere in the config. Look for "cfgWorld -> DefaultWorld -> seaMaterial="#water";" then look for "cfgMaterials -> class Water" maybe something to do with that. The water entries in CfgMaterials should be defined just like any other materials in cfgMaterials so you can change the textures and colors and stuff.

Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2007-09-21 05:28:49

Okay now we are getting somewhere. So first there is this:

Code: Select all

waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.66,1)";
And then there is this:

Code: Select all

class CfgMaterials
{
	class Water
	{
		PixelShaderID = "Water";
		VertexShaderID = "Water";
		ambient[] = {0.016, 0.0264, 0.04, 0.4};
		diffuse[] = {0.032, 0.128, 0.128, 1.0};
		forcedDiffuse[] = {0, 0, 0, 0};
		specular[] = {1, 1, 1, 0};
		specularPower = 4;
		emmisive[] = {0, 0, 0, 0};
		
		class Stage1
		{
			texture = "#(rgb,8,8,3)color(0.5,0.5,1.0,1)";
			uvSource = "texWaterAnim";
			
			class uvTransform
			{
				aside[] = {0, 4, 0};
				up[] = {4, 0, 0};
				dir[] = {0, 0, 4};
				pos[] = {0.2, 0.5, 0};
			};
		};
		
		class Stage3
		{
			texture = "#(ai,16,64,1)waterirradiance(16)";
			uvSource = "none";
		};
		
		class Stage4
		{
			texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
			uvSource = "none";
		};
		
		class Stage5
		{
			texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
			uvSource = "none";
		};
	};
Thanks Solus for the info. Now I can look into changing some of these values to see if the color can easily be changed.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2007-10-10 14:28:59

hi m8 steve here , I have mini modded battlefield vietnem and they use small maps and use one for each mission .my point is they had a few different watercolors in some different maps/missions and i have played around swapping differnet watercolors in differnt maps previously.I did see an RGB figure(array?) 4 a brown water map so ill post this here for you to try.I hav had a go but i thinkthe file is uneditable with notepad. anyway ill have another go at it 2 see if i have any luck this time around .Here is the rgb hope it helps you as it would give the islands a very uniqe feel.


water.color .27/.18/.09
water.deepcolor 0.15/0.09/0.05

this came from the init.con from the map/mission Operation Game Warden in the Game Battlefield Vietnam.

anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2007-10-10 17:39:51

anzacsas steve bak again with some good news!! I have changed the water color to brown!!! i used the bfv parameters for the deepwater colr and had success.Its was very simple actually . there is two parameters in the class CfgMaterials class water Part of the the bin.pbo cfg file.The two parameters are

ambient[] = {0.016, 0.0264, 0.04, 0.4};
diffuse[] = {0.032, 0.128, 0.128, 1.0};

there sre also three parts to the water

first you have classWater then classShore and finally class ShoreFoam.

All three of thes will set the color for the water.
The class water does the further out part of the sea.
the class Shore will do about 5m from the waters very edge .
and the class ShoreFoam just does the the foam covering of the waters edge.

i hav replaced all three of the ambient and diffuse parameters and achieved success.i will post a screenshot for you to a have a look at .

The values i used are as follows

ambient[] = {0.15,0.09,0.05,1};
diffuse[] = {0.15,0.09,0.05,1};


this should work. hope this helps get Brown Water into VTE .

anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2007-10-10 18:15:34

Image

Image

Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2007-10-10 19:46:45

Hey that looks very good. Can you paste the actual cpp RGB lines you used in the config, just to be sure which lines you actually changed for this result?
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2007-10-11 08:38:44

hi m8, the lines i have edited are above. sry if it isnt clear .the only thing u need to change is two parameters in all three sections of -

- class water

- class shore

- class shorefoam

replace

ambient[] = {0.016, 0.0264, 0.04, 0.4};
diffuse[] = {0.032, 0.128, 0.128, 1.0};

with -

ambient[] = {0.15,0.09,0.05,1};
diffuse[] = {0.15,0.09,0.05,1};


these values will give you a brown water.

i hav different colors to also i havnt tried but i have seen in game in BFV.These settings are for the deep water color. the light color looked good but i thought u would prefer the deeper darker brown.Also is it possible to have different color water for different islands..I am running this as a dta folder with the bin.pbo inside the VTEMod folder ,is this the recomended way to do it 4 now?

Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2007-10-11 09:13:20

As it is on the cfgWorld config, we should be able to apply this into individual terrains inside one pbo, no need to fiddle with dta/ dirs config at all.

We can discuss the individual VTE settings on the VTE Brown Water topic, lets keep this general editing for water color, may it be black, brown or green water :)
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2007-10-11 18:22:45

Image

Image

Image

Image

Image

Image

Image

Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2007-10-11 18:37:20

Had to edit your first post, dont put all the images side by side, instead put one linefeed (enter) between them so they are in different lines.

Good looking colors, could you post the RGB values before the images, you can press the "Edit" button on the post you want to edit, just add the RGB values before the img line for each image.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

T_Rex
FreeFalcon
Posts: 848
Joined: 2001-03-04 23:01:01
Location: here

Post by T_Rex » 2007-10-11 20:16:27

It also looks like there might be different specular/diffuse factors for the different pics - or is that just a function of the different colors used?

Looks like a really effective way to make a map more unique, though. Great work!
Sic Semper tyrannosauro.

anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2007-10-12 14:58:32

hi dudes, steve again.I couldnt see the EDIT button m8 so youll have to delete the old posts.Anyway here we go-


ambient[] = {0.03,0.03,0.15, 0.4};
diffuse[] = {0.03,0.03,0.15, 1.0};

Image

ambient[] = {0.109804,0.054902,0.000000, 0.4};
diffuse[] = {0.109804,0.054902,0.000000, 1.0};

Image

ambient[] = {0.000000,0.078431,0.039216, 0.4};
diffuse[] = {0.000000,0.078431,0.039216, 1.0};

Image

ambient[] = {0.25,0.25,0.25, 0.6};
diffuse[] = {0.25,0.25,0.25, 1.0};

Image

ambient[] = {0.15,0.09,0.05,1};
diffuse[] = {0.15,0.09,0.05,1};

Image

ambient[] = {0.27,0.18,0.09,0.8};
diffuse[] = {0.27,0.18,0.09, 1.0};

Image

ambient[] = {0.25,0.05,0, 0.4};
diffuse[] = {0.25,0.05,0, 1};

Image

ambient[] = {0.05,0.03,0, 0.6};
diffuse[] = {0.05,0.03,0, 1.0};

Image


ambient[] = {0.1,0.2,0.05, 0.9};
diffuse[] = {0.1,0.2,0.05, 1.0};

Image

ambient[] = {0.016, 0.0264, 0.04, 0.4};
diffuse[] = {0.016, 0.0264, 0.04, 1.0};

Image

ambient[] = {0.032, 0.128, 0.128, 0.4};
diffuse[] = {0.032, 0.128, 0.128, 1.0};

Image

Snake Man
Commander-In-Chief
Posts: 9351
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2007-10-12 15:58:07

Thanks for the great post, now its very easy to see what values do what kind of effect on the water. Great, thanks.
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Post Reply

Who is online

Users browsing this forum: No registered users and 14 guests