Sign in to follow this  
rhumbaflappy

Winter lake ice

Recommended Posts

Hi all.A recent question in the main FS forum asked about lake ice.This seems possible with VTP2 polys and named textures. The main "Texture" folder has a bitmap called "ice.bmp". Here's some code from LWMViewer's output:include TDFHeaders.incinclude TDFMacros.incBGLHeader 42,37,-85,-90, TerrainHeaderStart, VTPHeaderVTPHeader label word VTPFileHeader 256, VTPIndexStart, VTPTexStart, VTPEndVTPTexStart label word VTPTextureListHeader 1,VTPTexListStart, VTPTexNameStart, VTPTexNameEndVTPTexListStart label word VTPTextureListEntry VTPTexNameStart, VTPTexName0, VTPTexName1VTPTexNameStart label wordVTPTexName0 label word VTPTextureName "ice.bmp;ice.bmp;Clear.bmp;Clear.bmp;Clear.bmp;Clear.bmp" VTPTextureType 2, 0, 0, 4VTPTexName1 label wordVTPTexNameEnd label wordVTPDataStart label word; Start of cell 194 x 134 dataCELLSTART_000000 label wordCellID_000000 EQU VTPCellID 0, 194, 134 VTPDataArea 1, _Method2_, 2, 6 VTPLayer 0, 0 VTPNumTexturesInLayer 1, 0 VTPTextureId 0, 0 VTPPolyCount 3, 0 VTPPolyMethod2 4, _IsFan_, 0 VTPPointXY2 11397, 9506 VTPPointXY2 11239, 9336 VTPPointXY2 11233, 9325 VTPPointXY2 11497, 9328 VTPPolyMethod2 4, _IsFan_, 0 VTPPointXY2 11398, 9715 VTPPointXY2 11397, 9506 VTPPointXY2 11497, 9328 VTPPointXY2 11523, 9802 VTPPolyMethod2 5, _IsFan_, 0 VTPPointXY2 11398, 9715 VTPPointXY2 11523, 9802 VTPPointXY2 11301, 10058 VTPPointXY2 11258, 10009 VTPPointXY2 11256, 9932CELLEND_000000 label word; End of cell 194 x 134 dataVTPIndexStart label word VTPIndexHeader 1, VTPIndexData, VTPDataStartVTPIndexData label word VTPIndexEntry CellID_000000, VTPDataStart, CELLSTART_000000, CELLEND_000000VTPEnd label wordVtTPLayer is set to 0 so the poly only shows on water ( 0-3 possible ).The texture set is named, and only has entries for winter and hard winter.I made a bitmap named "Clear.bmp". It has a single pixel as gray in the uppermost Mip, and uses colorkey transparency for the rest of that mip ( and all other mips ) as black. The texture is 8-bit mipped with Alpha. ( I'm attaching the texture as a zip file ). Place the unzipped Clear.bmp in a local texture folder, or in the main texture folder to use.http://forums.avsim.net/user_files/61651.jpgDick

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

Hi Dick,Thanks for that. I remember the original post, but your screenshots illustrate how beautifully it works. More work to do (can someone please add a :-stressed to the smilies list?)Cheers, Christian

Share this post


Link to post
Share on other sites

Hi Christian.This method does have a problem with the mipping of the VTP2 polys... the texture develops seams along the LOD13 area edges at different heights. :(Dick

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this