Part 6 covers:
Road Tool
Road properties
How to edit roads
Creating rivers
Creating a custom material for water
CoJ2 Bound in Blood Video Notes:
Road Tool
Create New Road and Name it
Double Mouse Click on your road and open up the properties
Create a new road by placing road control points
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.
Define your Road Material and your Roadside Material
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
Split the road by selecting a single control points and click on Split
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'.
Use the select tool to move the control points up above the terrain.
Select the road then press Adjust the Road to Terrain
Creating Rivers in ChromEd is similar to roads, with few tweaks.
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
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 2: Bound in Blood Level Design Tutorial List
- Installing Tools. File Structure of Custom Maps,Support
- Interface and Navigation Advanced Mode
- Creating the Initial Environment
- Bonus: Terrain Workflow
- Adding Objects and Environment Props
- Custom Objects: Maya to ChromEd
- Adding Roads and Working with Terrain
- Detailing and Using Brushes
- AI, Waypoints, Fightnodes
- AI Sensors, Action Chains
- AI Scripts and Triggers
- AI Behaviors and Actions Overview
- Setting up Objectives
- Setting up Objectives and Quests
- Item Types
- Optimization and Class Types
- Publishing a Map and Release
Home Terms of Use/Trademarks/Disclaimers Privacy Policy Donate About Contact
All content on this website is copyrighted ©2008-2024 World of Level Design LLC. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.
Template powered by w3.css