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    Maelstrom New Horizons


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Swamp

I don't know, probably I more prefer photo-texture... Those veins looks to-much ...

Also alpha... That lily doesn't have really detailed one, you see...
 
Jump files? Would you be able to jump from the bridge into the water then?
But you can't swim in modeled water and non-modeled water doesn't look green.
And controlling the wave heights is going to be tricky, though not impossible. :?
I saw, that water in shores is little changed in newest alpha... Is it possible now?
 
What I suggest you do is send Screwface a PM SD... He is the master mind behind the lagoon around islands mod ;)
 
Blah... Probably I'll model everything...

I have looked at location on help-files, and saw, how akella did modeled their jungle...
And then walked around my swamp, and did some decisions:

No walk in water...
Tricky-swampy-jump-around way of travel here... If you'll travel around my location, you won't find all ways in first time visit...
Almost redone it... :D
 
The lagoon colour mod is auto-applied to shores, but should have nothing to do with the swamp.

Didn't you get my PM about the MaxSeaHeight attribute for locations?
Screwface and I worked on adding some code and now you can limit the waveheight per location.
Here's an example:
Code:
	// -------------------------------------------------
Locations[n].filespath.models = "locations\outside\Plantation";

Locations[n].id = "Guadeloupe_Plantation";
locations[n].id.label = "Plantation";
Locations[n].image = "Plantation.tga";

//Town sack
Locations[n].townsack = "Pointe a Pitre";

//Sound
locations[n].type = "jungle";
LAi_LocationMonstersGen(&locations[n], true);
LAi_LocationSetMonstersTime(&locations[n], 22, 6);

//Models
//Always
Locations[n].models.always.locators = "Plantation_locators";
Locations[n].models.always.jungle = "Plantation";
Locations[n].models.always.grassPatch = "Plantation_grass";

Locations[n].models.always.Waterfall1 = "waterfall";
Locations[n].models.always.Waterfall1.uvslide.u0 = 0.3;
Locations[n].models.always.Waterfall1.tech = "LocationWaterFall";
Locations[n].models.always.Waterfall1.level = 50;

Locations[n].models.always.l1 = "Plan1";
Locations[n].models.always.l1.level = 9;
Locations[n].models.always.l1.tech = "LocationModelBlend";
Locations[n].models.always.l2 = "Plan2";
Locations[n].models.always.l2.level = 8;
Locations[n].models.always.l2.tech = "LocationModelBlend";
Locations[n].models.always.l3 = "Plan3";
Locations[n].models.always.l3.level = 7;
Locations[n].models.always.l3.tech = "LocationModelBlend";
Locations[n].models.always.l4 = "Plan4";
Locations[n].models.always.l4.level = 6;
Locations[n].models.always.l4.tech = "LocationModelBlend";

//	Locations[n].models.always.l5 = "Plantation_gateclouse"; // not necessary
Locations[n].models.always.l6 = "Plantation_reflect";
Locations[n].models.always.l7 = "Plantation_gateopen";

//Day
Locations[n].models.day.charactersPatch = "Plantation_patchopen";
Locations[n].models.day.fonar = "Plantation_fd";
//Night
Locations[n].models.night.charactersPatch = "Plantation_patchopen";
Locations[n].models.night.fonar= "Plantation_fn";
//Environment
Locations[n].environment.weather = "true";
Locations[n].environment.sea = "true";
Locations[n].MaxSeaHeight = 0; // screwface
This ensures that there's never ANY waves in the Guadeloupe plantation, because all the water there is a river.
You can do the exact same for your swamp. So that solves the waves-in-swamp problem.

As for the water colour, Screwface managed to get the water colour to change at shores.
If you drop him a PM, I reckon he'll also be able to enable green water for swamps.
That'd be really cool if it could be REAL game water and not modeled water.
I reckon it can be done. :woot
 
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