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Call of Juarez 2 Part 6: Creating Roads and Rivers

November 14, 2009
Category: Call of Juarez 2

<--Call of Juarez 2: Level Design Part 5

Call of Juarez 2: Level Design Part 7-->

Call of Juarez 2 Level Design

Part 6 covers:

Road Tool
Road properties
How to edit roads
Creating rivers
Creating a custom material for water


Call of Juarez 2 Level Design Part 6: Roads and Rivers

 

 

CoJ2 Bound in Blood Video Notes:

Road Tool

Call of Juarez: Bound In Blood

Call of Juarez: Bound In Blood

 

Create New Road and Name it

Call of Juarez: Bound In Blood

 

Double Mouse Click on your road and open up the properties

Call of Juarez: Bound In Blood

 

Create a new road by placing road control points

Call of Juarez: Bound In Blood

 

Double Mouse Click on your road and open up the properties

Set the way you want your road to look like. Defining width, length, material etc.

Call of Juarez: Bound In Blood

 

Define your Road Material and your Roadside Material

Call of Juarez: Bound In Blood

 

With select tool active, you can move road control points around and reshape your road.

 

Insert a new control point on the road by select 2 control points and click on Insert New Control Point

Call of Juarez: Bound In Blood

Call of Juarez: Bound In Blood

 

Split the road by selecting a single control points and click on Split

Call of Juarez: Bound In Blood

Call of Juarez: Bound In Blood

 

Merge the road by selecting two control points and click on Merge

 

Double Mouse Click on your road name and open up the properties. Check off 'align road to terrain'.

Call of Juarez: Bound In Blood

Use the select tool to move the control points up above the terrain.

Select the road then press Adjust the Road to Terrain

Call of Juarez: Bound In Blood

Call of Juarez: Bound In Blood

 

Creating Rivers in ChromEd is similar to roads, with few tweaks.

Call of Juarez: Bound In Blood

 

Materials choose: data/shaders/master/templates/river_a.mat

 

You want to insert a visbox.msh that will control the way water functions when player enters it.

Model Browser --> All --> Mask: visbox

Position and Resize/Scale the visbox.msh to fit into the body of water you created

Call of Juarez: Bound In Blood

 

Custom water material is simple to create. Use notepad and copy/paste the following text

 

import "liquid.mtt"

sub material()
{
extern float TIME;

float f_wave_0_scale = 0.125;
float f_wave_1_scale = 5.0;
mtx m_nrm_0_xfm = translate( 0.08 * TIME, 0.051 * TIME, 0.0 ) * rotate( 0.0, 0.0, 5.0 ) * scale( 16.0, 0.55, 1.0 );
mtx m_nrm_1_xfm = translate( -0.01 * TIME, -0.03 * TIME, 0.0 ) * rotate( 0.0, 0.0, -2.0 ) * scale( 16.4, 0.52, 1.3 );
mtx m_nrm_2_xfm = translate( -0.081 * TIME, 0.055 * TIME, 0.0 ) * rotate( 0.0, 0.0, -5.0 ) * scale( 14.0, 0.5, 1.2 );
mtx m_nrm_3_xfm = translate( 0.001 * TIME, 0.005 * TIME, 0.0 ) * rotate( 0.0, 0.0, -1.0) * scale( 0.4, 0.025, 0.025 );

extern string s_water_cubemap;

use mtt_liquid(
e_opq_order = or_seetrough_1,
e_nrm_order = 2,
e_trn_order = 2,
e_bdf_order = 2,

f_blend_distance = 16.0,

f_blur_distance = 500.0,
f_blur_falloff = 5000.0,
f_blur_falloff_shift = 500.0,
f_blur_fresnel_power = 1.0,
f_blur_strength = 1.0,

v_deep_color = [0.12, 0.13, 0.08],
f_deep_distance = 379.0,
f_deep_opacity = 1.0,

f_deform_distance = 100.0,
f_deform_falloff = 2500.0,
f_deform_strength = 0.25,

e_shadows = e_shadows_pp_simple,

s_env = "data/mapsextra/yourmapname_rfl.dds",
v_env_factor = [0.22, 0.2, 0.2],
f_env_fresnel_bias = 0.5,
f_env_fresnel_power = 1.0,
f_env_fresnel_scale = 1.5,

v_liquid_clr = [1.0, 1.0, 1.0, 0.0],

s_nrm_0 = "water_waves_n.dds",
f_nrm_0_scale = 2.0,
m_nrm_0_xfm = m_nrm_0_xfm,

s_nrm_1 = "water_waves_2_n.dds",
f_nrm_1_scale = 2.5,
m_nrm_1_xfm = m_nrm_1_xfm,

s_nrm_2 = "water_waves_n.dds",
f_nrm_2_scale = 1.5,
m_nrm_2_xfm = m_nrm_2_xfm,

s_nrm_3 = "water_waves_2_n.dds",
f_nrm_3_scale = 2.0,
m_nrm_3_xfm = m_nrm_3_xfm,

f_spc_power = 555.0
);
}

Save the water material as mapname_water.mat

Place the material file inside the map folder you are working on.

 

Make sure you replace a line where it says

s_env = "data/mapsextra/yourmapname_rfl.dds", to match your _rfl.dds

 

Double Mouse Click on your river name and open up the properties.

Under Road Material, input the location of your mapname_water.mat by typing in manually where the mat file is stored. In my case it was

data/mapsextra/lostcollateral/lostcollateral_water.mat

Call of Juarez: Bound In Blood

 

 

Comments? Questions?

Call of Juarez 2: Bound in Blood Level Design Tutorial List

1. Installing Tools. File Structure of Custom Maps, Support

2. Interface and Navigation Advanced Mode

3. Creating the Initial Environment

3.1. Bonus: Terrain Workflow

4. Adding Objects and Environment Props

5. Custom Objects: Maya to ChromEd

6. Adding Roads and Working with Terrain

7. Detailing and Using Brushes

8. Placing Enemies and AI:

8.1 AI, Waypoints, Fightnodes
8.2 AI Sensors, Action Chains
8.3 AI Scripts and Triggers
8.4 AI Behaviors and Actions Overview

9. Adding Items, Effects and Map Objectives:

9.1 Setting up Objectives
9.2 Setting up Objectives and Quests
9.3 Item Types
9.4 Optimization and Class Types

10. Publishing a Map and Release

 

 

 

 

 

 

 

Comments are Closed.

Please Join & Discuss this post in the World of Level Design Forums

Comments

wookash_b
05 Dec 2009, 14:38
I have a certain problem with water. I created a lake as shown in your tutorial. When I swim in it sometimes in some parts of the lake the road (water plane) disappears. So you can see everything below it, but player is still swimming. Any idea what could be wrong?
Groucho
17 Nov 2009, 05:38
Alex,

Thanks for the reply and yes I already have the video's from cojmodding.com. They were a huge help and I'm really happy Techland has done them. Yours are a little more in depth and I feel I've learned something different from watch all of them. If you don't wind up doing one on cutscenes I'll figure it out eventually so don't sweat it. I just felt that you have a good way of explaining things clearly and could make it easier.

Thanks!
keithg
16 Nov 2009, 12:42
nice video editing.
clear, quick and to the point
AlexG
16 Nov 2009, 09:38
Hey Groucho,

Thanks :)

No plans as of right now to create a tutorial on cutscenes. But if you go to

http://www.cojmodding.com/?id=tutorials

scroll down to Advanced Tutorials, Seir created one that may help you out.
Groucho
16 Nov 2009, 05:02
Alex,

Thanks for the latest video. The river portion really helped me with problems I was having. I'm really enjoying this series it's extremely helpful!

Looking at what you have planned for the rest of the series I didn't see anything about creating cutscenes. If your up to adding a video about that I'd reallt appreciate it!

Thanks!
AlexG
15 Nov 2009, 10:39
I've experienced the same problem. Haven't been able to get the refresh working when it comes to the custom .mat files. I've had to restart the editor as well.

Maybe Seir can help on the forums. Sorry wookash I don't have the solution to that.
wookash_b
15 Nov 2009, 03:35
Thanks Alex for another video! Regarding working with water materials I have noticed that when I make changes to my water material script file and save the changes (say I change water color) they are not reflected in the editor instantly. I know there is a "Refresh file system" button to reload the script files, but for some reason it does not reload the script file for me. So as a result, whenever I modify the water material script file I have to reboot the editor. Have you also noticed that? Any tips how to get it working without rebooting the editor?

 

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