Water in your track

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Tonywolfe121
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Water in your track

Postby Tonywolfe121 » Mon Jan 21, 2008 11:09 pm

ok this is the help i have got from maxoff
Hi!
Im talking about the name im zmolder or 3ds max not the cvs file. :D
There is no name in 3DS or ZModeler. Water is a standard ground with special material, that's all. You have to add your texture to cvs file (1) or use one of the predefined materials, like s_ocean (2).

1. For example, let assume that your water texture is "my_water.tga" and your city base name is "my_city". After creating PSDL file, find "materials.cvs" and add there "my_city_my_water,deepwater".

2. For example, load "s_ocean" into ZModeler, map one of your ground with this texture, export to .3ds. Then in MM2CT, after importing .3ds file (before clicking "Make...") in "Materials to rename" find "s_ocean" and deselect it (remove V) if it's selected.

Is it clear enough?

BTW. It's quite important. Entries in materials.cvs are case sensitive, so I suggest you to use only lower letters in texture and material names.

Regards
Maxoff
then us this help to make water sink you ok
Local references:
- Program
- How to create simple city
- How to add your own object to city
- How to add grass effect
- Objects description
- Description of configuration files

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This instrucion shows how to add grass effect to your city. This tutorial bases on simply city which you should make first.

Introduction

In your city you use textures for grass, water, etc. But they are only textures. The game doesn't know that mc_grass.tga should acts as grass and mc_water.tga as water. We must define it. There is list of standard maping (textures to behaviour) in city\materials.csv which is used by standard cities. In additional cites we can use standard textures or we can to add our own maping. Because there can be only one materials.csv file, if you make new one, the other will be overwrite - it causes mods conflicts. Fortunately there is easy solution. I recommended you to use MM2 GameLoader which can manage additional materials in easy way. Just download it and copy to the game directory. From now, you should run MM2GameLoader.exe instead of Midtown2.exe

Grass in our own city

You made city and saved it as sample_city.ar. You have simple_city_grass.tga texture that should act as grass. When you put sample_city.ar into the game directory and run MM2GameLoader.exe nothing changes. You have to add maping. To do it, run notepad and type:

Code: Select all

simple_city_grass,grass
then save it as sample_city.csv. Copy that file to the game directory and run MM2GameLoader. Now you should have grass in your own city.

The same is about water. Here is list of standard beviours (effects):

Code: Select all

mtl deepwater { elasticity: 0.500000 friction: 0.650000 effect: none sound: 0 drag: 0.500000 width: 0.550000 height: 0.060000 depth: 100.0000 ptxindex: -1 -1 ptxthreshold: 0.25 0.5 } mtl _default { elasticity: 0.900000 friction: 0.900000 effect: none sound: 0 drag: 0.000000 width: 0.000000 height: 0.000000 depth: 0.0000 ptxindex: 4 -1 ptxthreshold: 0.25 0.5 } mtl grass { elasticity: 0.900000 friction: 0.900000 effect: none sound: 2 drag: 0.0 width: 0.450000 height: 0.040000 depth: 0.100000 ptxindex: 1 2 ptxthreshold: 0.25 0.5 } mtl water { elasticity: 0.190000 friction: 0.680000 effect: none sound: 1 drag: 0.119000 width: 2.420000 height: 0.0000 depth: 0.10000 ptxindex: -1 6 ptxthreshold: 0 0 } mtl dirt { elasticity: 0.000000 friction: 0.750000 effect: none sound: 0 drag: 0.000000 width: 0.200000 height: 0.010000 depth: 0.000000 ptxindex: -1 -1 ptxthreshold: 0.25 0.5 } mtl sand { elasticity: 0.900000 friction: 0.90000 effect: none sound: 0 drag: 0.000000 width: 0.450000 height: 0.050000 depth: 0.10000 ptxindex: 1 5 ptxthreshold: 0.25 0.5 } mtl cobblestone { elasticity: 0.900000 friction: 0.900000 effect: none sound: 0 drag: 0.000000 width: 0.000000 height: 0.000000 depth: 0.0000 ptxindex: 4 7 ptxthreshold: 0.25 0.3 } mtl wood { elasticity: 0.030000 friction: 0.950000 effect: none sound: 0 drag: 0.000000 width: 0.010000 height: 0.000000 depth: 0.000000 ptxindex: -1 -1 ptxthreshold: 0.25 0.5 }
Try to use one of them. Of course you can also try to add your own definition. Just create sample_city.mtl with your mtl.

If you want more information about materials, please search the forum.

Summary

This small tutorial shows how connect material to bevaiour in easy way without conflict with additional mods. I hope it will help you to add nice effects to cities you are making :)