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Author Topic: Changing the colour of water.  (Read 8546 times)

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mandrill

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Re: Changing the colour of water.
« Reply #12 on: March 06, 2011, 11:39:13 AM »

Nice idea, UUfflakke. I'd like to play with it for my beta Belarus-Western Russia map. No sea and a lot of rivers which are brown and murky in RL.
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Uufflakke

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Re: Changing the colour of water.
« Reply #13 on: March 06, 2011, 01:56:11 PM »

Nice idea, UUfflakke. I'd like to play with it for my beta Belarus-Western Russia map. No sea and a lot of rivers which are brown and murky in RL.

Thanx, I found this out when experimenting a bit but actually it is quite obsolete already.
I came across another way of changing water colours by Socorrista and works very well and no need to create a .tga.
I have to admit that Socorrista's way is easier...  :-\
It is explained by him at Ultrapack and the only thing you need is a calculator:

http://ultrapack.tuttovola.org/index.php?topic=1392.0

Quote by Socorrista:
"For all those who want to make his own water colors
There´s an approximate way doing it with the program Paint:

1 Firstly enter to Paint and go to "Colors"->"Modify colors"->"Define personalized colors" menu.

2 At right, there´re 3 boxes, red(x), green(y) and blue(z), corresponding to the game values (0.(x/0,255) 0.(y/0,255) 0.(z/0,255)). Click on the colour you want, adjust the brightness and autmatically it creates values for x, y and z.

3 Click on "Add to personalized colors" and "Acept"

4 Paint a sample of your color. The water color you will see in the game, it´s a bit clearer color than here.

5 Open your load.ini file and write the numbers according to the norm x/0,255. For example: In Paint i have red x=70, green y=38 and z=2. Making the mathematical division /0,255 you will obtain 275, 149 and 008 and write in the load.ini 0.275 0.149 0.008"
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GilB57

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Re: Changing the colour of water.
« Reply #14 on: May 03, 2011, 09:51:37 AM »

Quote
-Create a .tga with just one colour.
-Save it as a 512x512, 8-bits .tga file and name it whatever you like but...always with TL at the end.
For instance: PacificBlueTL, WaterGreenTL, OceanGrayTL etc.
-Drop the .tga in IL2 Root Folder/Mods/Mapmods/Maps/_Tex/water (if you don't have a water folder create one)
-Open the load.ini of a map and change the line Water = water/Water.tga into Water = water/PacificBlue.tga but...without TL.

It is what I did for my final WestFront44 Winter map, but it seems that some people have an error (fail to load in FMB : missing texture error) ... what could be the pb ?
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Uufflakke

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Re: Changing the colour of water.
« Reply #15 on: May 03, 2011, 10:50:55 AM »

It is what I did for my final WestFront44 Winter map, but it seems that some people have an error (fail to load in FMB : missing texture error) ... what could be the pb ?

If some people have this problem and not all it means that they dropped it in the wrong folder perhaps?
Another option can be that it has something to do wit the 'TL' at the end of the water.tga. I'm not sure about that but I noticed lately that when I was working on repainting tree files I didn't understand the file without the 'TL' at the end. Because it didn't matter if I left it in or out my _Tex/Tree folder. The map loaded in the FMB anyway. After some experimenting I found out that this particular file is used when selecting 'EXCELLENT' settings instead of 'PERFECT'.
If this is really the case then the solution is to copy the xxxxTL.tga and drop it in the same -Tex/water folder and rename it as xxxx.tga. Then it should work under 'EXCELLENT' settings.
I think...  ::)
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GilB57

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Re: Changing the colour of water.
« Reply #16 on: May 04, 2011, 02:51:32 AM »

...so the safer solution should be : to have 2 files (with & without the "TL") I suppose ?
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GilB57

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Re: Changing the colour of water.
« Reply #17 on: January 01, 2012, 04:52:39 AM »

Another thing but related: how to have MORE THAN ONE color for water on IL2 maps
(don't know if some else already posted on that subject but the question was asked in another post)

Quote
Someone else was working on a map where he discovered how to use more than one water color so I'm waiting for that info too.

I made some fast testing long ago while working on my Central Med repaint :



You just have to use a plain color pic (color depending on what you want for rivers color) for water2 slot in load.ini and to modify map_C picture too that way :


RGB 90 seems a good value to have river color different than ocean color ...

It is needed to be careful about some nearby ground texs that seem to erase the water2 effect in water.

I suppose not everything is possible, but it may be interesting to try it ?
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agracier

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Re: Changing the colour of water.
« Reply #18 on: January 02, 2012, 01:37:21 AM »

You just have to use a plain color pic (color depending on what you want for rivers color) for water2 slot in load.ini and to modify map_C picture too that way :


The screenshot gives a very good impression. I will have to try out using rgb90. But when you say a plain color pic for water2, could you explain what you mean? Does that mean that you create a tga file of the same size as the default water.tga and then give it a single color? Without any kind of texture in the tga ?

If so, it looks promising.

And could I ask about the edges  of the RGB 90 area  ... i suppose they are blurred or softened?
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GilB57

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Re: Changing the colour of water.
« Reply #19 on: January 02, 2012, 03:49:05 AM »

Quote
But when you say a plain color pic for water2, could you explain what you mean? Does that mean that you create a tga file of the same size as the default water.tga and then give it a single color? Without any kind of texture in the tga ?

Yes, exactly that : you make a simple plain color picture (yellow or brown ... testing has to performed, because the color is modified in the water) 128x128x256c .tga  is enough, named for example "river_color.tga" and in your load.ini you have to add:
Water2 = river_color.tga

You'll loose the tex. for shallows for sure, but it 'is not needed in some maps (or less important than rivers).

About RGB90, you'll notice it IS blurred in the ocean (river color mix with ocean color) but not with ground coast color (there is no surf on river borders).

I never used this feature in my own maps because I needed all possible texs slots in my landscape construction...

It's worth while trying it I suppose ?
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agracier

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Re: Changing the colour of water.
« Reply #20 on: January 02, 2012, 04:40:43 AM »

It's worth while trying it I suppose ?

It most certainly is ... especially since I am not all that clear on what each water slot really does ... but this method is at least clear-cut and simple to understand.

It's nice to be able to get to grips with these otherwise neglected and small seeming methods of improving a map ... and like all mods we have here, however minimal they may seem, cumulatively they have for all intents and purposes, helped create an almost totally new looking game ... thanks for the explanation ...
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GilB57

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Re: Changing the colour of water.
« Reply #21 on: January 02, 2012, 07:51:18 AM »

Unfortunately, it is not THAT simple, because:
- work within map_T.tga has to be done to avoid the effect to be erased by some nearby ground-tex and it may be really frustrating to see how limited it may appear !
- RGB90 is NOT an absolute value but average as water values take place between RGB0 & RGB127 (inside map_C)

I myself didn't dedicated enough time at that to find exact rules !
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