THE
LTA FILE FOR THIS TUTORIAL CAN BE FOUND HERE.
Place a PolyGrid and a PolyGridModifier into your level.
For some reason the Dims on these objects are defaulted to 0.0.
Set the Dim in the PolyGrid to fill in the space where you want the water
surface to be. Perconally I also like to change the Dims of the PolyGridModifier
as well ... just makes it easier to see.
The first thing we need to do is ... in the properties of the PolyGrid at the
very bottom you should see a field named "WavePropInfo".
Click on it to open it up and you will see fields where you can add
modifiers to this PolyGrid.
Add the name of your PolyGridModifier and once added the PolyGrid will now (when
selected) show the link to the PolyGridModifier in the DEdit windows.
Leave "Color1" to white and change "Color2" to black ... this will define the
shadows.
SpriteSurfaceName ... choose a texture of sprite from ... TexFx\Water ... using
the "B" (Browse) button next to the textfield.
EnvMapName ... Choose a texture from ... TexFX\Cubic ... using the "B" (Browse)
button next to the textfield.
NOTE: You may need to copy the file "DIRTYPETEXTURES" from another folder
containing textures and paste it into the "TexFX" folder for it to show up.
DampenImage: Since the PolyGrid is a single square object it is limited in some
ways. For instance the square shape of the PolyGrid might not conform to your
world's geometry. This is where the DampenImage would be of use. A DampenImage
is basically an alpha mask that gives your Ploygrid a shape to it. Look at the
textures in the Dampen folder ... or add one to your PolyGrid and see the result
in game.
RenderEarly set to True
NumPoliesX and NumPoliesY ... A PolyGrid is exactly what the name implies ... a
grid of polies. Changing these fields will either add or reduce the number of
polies in the PolyGrid. More polies equal more detail but more of a strain on
performance.
Surface type will produce different types of waves and movement ...
0 = Normal
1 & 4= Ring
2 = Dynamic Wave
And the rest ... though i have my own theories ... is alot of quess work. Since
we are all having to relearn alot of Lithtech editing with the Jupiter engine.
Hopefully this tutorial can be added to in the coming days. If anyone can or
would like to contribute your findingS with the PolyGrid please let me know and
due credit will be given.
NOTE: UPDATE
Thanks to NV evewasdyn and FatWeiner for the following additions.
Water properties
SurfaceOveride=Liquid (cause not default setting)
(of course you'll want to place some water under your polygrid if the player
is meant to actually nter the water/
Polygrid properties
BackFaceCull=False(so water surface is seen from both sides)
Thanks guys!