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Author
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Topic: Water textures acting lke cascading textures.....Why?
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DrasticGraphics Member Posts: 109 From:Moms Whomb Registered: Jun 2001
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posted 12-04-2001 09:34 PM
I have the ankgor cascading textures in my tga file, but my regular water textures are cascading across the top of the water. So I remembered reading something about placing both textures in your level are they wouldnt work right. I placed the cascading textures in another room but the water textures are still not acting right...... Anybody know how to fix this?IP: Logged |
psiko Member Posts: 744 From:unconsciousness Registered: Mar 2001
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posted 12-04-2001 10:24 PM
if you use the original script lines for the angkor wat, erase the UVrotate line.IP: Logged |
DrasticGraphics Member Posts: 109 From:Moms Whomb Registered: Jun 2001
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posted 12-05-2001 12:52 AM
ok but dont you need this line for the cascading textures to work? Or are you saying that there is no way to use the two in one level? Please explain more for me.IP: Logged |
piega Member Posts: 309 From:Netherlands Registered: Dec 2000
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posted 12-05-2001 06:44 AM
Hi, you must keep the uvrotate in the script. I know this problem. To solve it go to the animation range menu from the textures. Then delete all ranges. Then make the range first of your WATER and then the range of the CASCADING texture!!!I have done this, it works!!! IP: Logged |
DrasticGraphics Member Posts: 109 From:Moms Whomb Registered: Jun 2001
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posted 12-06-2001 03:34 PM
Well I have tried both methods you guys posted and the problem is still there. I even tried deleting the door way to the lower water room and then connect a new door, but as soon as I select toggle2 the same door is back and already textured with the same old textures I just deleted. I need some help because this is the opening of my level. Do I need to have the water textures from ankgor wad or does it make a difference? I guess I need more step by step instructions because just deleting the animation ranges and reassigning them didnt fix it, and taking the uv out the script doesent animate the cascading textures at all. So I put the uv back in the script and things got screwed up again. And if I try to go and just retextures the water surface all together then when I try the level all the textures are cascading. Right now only a few here and there are doing it........Please help me.IP: Logged |
aktrekker Member Posts: 776 From:WA, USA Registered: Apr 2001
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posted 12-06-2001 08:56 PM
I seem to remember that you need a uvrotate in the script file for each animation range you create. If not required, it is allowed, and sets the animation speed separately for each range.
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DrasticGraphics Member Posts: 109 From:Moms Whomb Registered: Jun 2001
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posted 12-06-2001 10:08 PM
huh?IP: Logged |
aktrekker Member Posts: 776 From:WA, USA Registered: Apr 2001
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posted 12-07-2001 12:05 AM
Like you have one animation range for water, and another animation range for the cascade. You put a UVROTATE= in the script file for each range. So you would have 2 UVROTATE in the script file for your level.
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