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W3D Materials for Water


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#1 Nertea

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Posted 07 January 2009 - 01:20 AM

I am making a fountain. It has the same components as a normal bfme fountain, eg. water planes, water spouts and splash planes. I have all the necessary args set up for linear texture scrolling, however there is a problem. Back in RenX, it was enough to simply Wdump the stock fountains and copy the shader/vertex material sections. However, with the newer exporter for 3ds Max, this doesn't seem to work. Due to the modifications to the shaders in BFME2, the w3d shaders are slightly different and have, for example, more working args options and such. The end result? what you get in w3d viewer isn't what you'll get ingame.

So, I need a bit of help. I either need someone who has done fountain-ish materials for BFME1 using 3ds max to explain how to do it properly, or I need someone who is willing to import, set up and export my model for me using Renx. It's not that hard - it's just that this old program won't run on my computer.

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#2 DIGI_Byte

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Posted 07 January 2009 - 02:41 AM

I have RenX and 3Ds7 installed with the BMFE tools, I haven't tested them in game as i have no coding ability for BFME,
If possible could i get a copy of the w3d files and the dev file to look at and compare them to my own and EA's?

Edited by DIGI_Byte, 07 January 2009 - 02:52 AM.


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#3 Nertea

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Posted 07 January 2009 - 04:05 AM

I'm running max 8, so you won't be able to open the dev file. I can pm you the w3d/texture though.

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#4 DIGI_Byte

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Posted 07 January 2009 - 06:52 AM

Just a quick question, what would be the quickest way to test it in game?
for either BFME 1or2

Edited by DIGI_Byte, 07 January 2009 - 06:53 AM.


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#5 Nertea

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Posted 07 January 2009 - 08:30 AM

robnkarla actually managed to fix this for me, so this is fixed. I think it had something to do with vertex painting, I really don't know :D. As to your question... well, I'm really not the one to ask. You need to understand basic ini modding and how to compile an asset, I presume though.

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#6 ched

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Posted 07 January 2009 - 05:25 PM

the quickest way to test a W3D is using W3D Viewer
Software is like sex; it's better when it's free ~Linus Torvald

#7 Lauri

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Posted 07 January 2009 - 05:33 PM

Which didn't work for Nert (iirc)..
Well, not this time anyways :D

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#8 robnkarla

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Posted 07 January 2009 - 06:21 PM

There was some vertex painting to help soften edges, but the main problem was the material that EA used on the sprout for a well in BFME1 was very opaque and just didn't fit with the other shaders. They corrected it in BFME2, using Add instead of a colored emmisive/diffuse mess.

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#9 DIGI_Byte

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Posted 08 January 2009 - 12:09 AM

There was some vertex painting to help soften edges, but the main problem was the material that EA used on the sprout for a well in BFME1 was very opaque and just didn't fit with the other shaders. They corrected it in BFME2, using Add instead of a colored emmisive/diffuse mess.

Robert J.


I had the same issue with the waves in my living world, when the wave rolled back out it turned black from the vertex color, I dont know if it would of been like that in game, setting it to "add" was the solution


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