Author Topic: Shiny Water Castle Interior  (Read 713 times)

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Shiny Water Castle Interior
« on: December 11, 2010, 10:58:03 am »


               So, I was doing test runs of all my overriding tilesets, adding modifications here and there, when suddenly I noticed the fountain and (presumably) bath tiles don't have shiny water enabled in the TIC set. Seeing as the 1.69 Shrine of Umberlee, as well as many other custom placeables, actually work with shiny water regardless of the tileset they're placed in, I'm guessing there is a way to make shinny water work on Castle Interior. I think it can be activated by editing tic.set, but I figured I'd better ask.

Any help is appreciated! '<img'>
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #1 on: December 11, 2010, 11:35:03 am »


               Jedijax, look at the files tcn01_water01.txi and tic01_water01.txi.

Those files hold the texture information for the water used in the city tileset and the castle interior tileset. The water in the city tileset uses shiny water, the other one doesn't.



The file tcn01_water01.txi starts with

bumpyshinytexture ttr01__env

bumpmaptexture shinywater

...



Those lines are missing in the texture information for the castle interior water.

I guess the placeables for which the shiny water works use the water texture from the city or rural tileset while those that don't have shiny water either have their own water texture or use the textures from the tilesets that don't make use of shiny water, like the castle interior.

I haven't tested this myself, but I'm pretty sure you could activate shiney water in the castle interior tileset by adding those two lines to the file tic01_water01.txi.

               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #2 on: December 11, 2010, 09:18:21 pm »


               Ok, thanks Zwercules! But, how do I edit the .txi? Can it be done the same way as a model/set/2da, by opening in a text editor? If it didn't work, do you think it could work by changing the tic water texture for one in the tilesets that do have shiny water enabled? Just something that came to mind...
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #3 on: December 11, 2010, 10:32:09 pm »


               The texture information files are simple text files. You can edit them with a text editor.

If you want to replace the water texture from one tileset by that of another one, you should overwrite the water's txi file as well as the texture file.

               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #4 on: December 12, 2010, 01:09:30 am »


               Err... has anyone tried this change in order to make both TIC and TIN work with shiny water?

I went and did the editions of both .txi's and Tga's, separately and then joined, trying multiple combinations, but all I got were "fragmented" water graphics. I'm guessing it is screwed due to the way the texture is actually placed on the model, but I could be wrong.

If anyone has actually succeeded at enabling shiny water for both tilesets, please let me know how you did it!
               
               

               


                     Modifié par Jedijax, 12 décembre 2010 - 01:51 .
                     
                  


            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #5 on: December 12, 2010, 10:38:12 am »


               I would have tried it, but shiny water doesn't work for me anyway, so I can't help you there.
               
               

               
            

Legacy_Xenovant

  • Full Member
  • ***
  • Posts: 182
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #6 on: December 12, 2010, 03:58:54 pm »


               I have been changing everything in the game and playing the game for a lot of time and I never noticed that the shiny water is disabled in castle interior xD

 I have been testing the shiny water in this tileset wondering why Bioware hasn't enabled it and I think that I discovered why: if you load/start a game in this tileset near the water with shiny water enabled (especially near the baths' group) it will crash your game.

 If you use "...env" texture for water of other tileset, the shiny water will be ok in game (except when you load/start a game like I said earlier) but if you try to create its own "env" texture for the castle tileset it (including the ".txi" file, of course) it will crash your game EVEN if the shiny water is disabled ¬¬'


EDIT: Ok, I have remembered the "ATI / shiny water" thing. I fixed that issue long ago and the others tilesets are ok, maybe this one needs a different fix... I will post here if I resolve it. It would be interesting if a non ATI user try to enable shiny water in this tileset to see if his game crashes too
               
               

               


                     Modifié par Xenovant, 12 décembre 2010 - 04:55 .
                     
                  


            

Legacy_Xenovant

  • Full Member
  • ***
  • Posts: 182
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #7 on: December 12, 2010, 07:24:38 pm »


                I have fixed the crashes now. For enabling the shiny water in castle interior, you have add the two lines that Zwerkules said to the .txi file AND edit the models of the baths and the fountain enabling the "rotate text" in the water object of both of them.

  You can see it working in this image:

'Posted
               
               

               
            

Legacy_the_isolator

  • Newbie
  • *
  • Posts: 35
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #8 on: December 12, 2010, 08:28:43 pm »


               I thought you could only use the rotate texture function for one object per tile. If you enable it on the water, won't that disable it on some other area in the tileset, presumbly the floor?
               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #9 on: December 12, 2010, 10:33:39 pm »


               Well, I've already tested shiny water in Castle Interior, but only the bath tile, the exact same Xenovant has graciously showed here. It seems to work just fine, and I saved close to it without having any troubles at loading, so that must be a particular problem. However, I have yet to see how the shiny effect works with the fountain tile of the same set.

Also, I didn't change the rotate thingie in the model, and the bath water still looks right to me... what is the rotate tweak meant to do?

The one I'm presently having trouble with is the pool tile for small, good temples, included in City Interior. It seems this particular tileset has two types of water, and no matter what I do (editing both TXI's or TGA's), the shiny effect shows fragmented. Hope you guys can check this out; maybe you know what's wrong. Perhaps it is the rotate thingama?
               
               

               


                     Modifié par Jedijax, 12 décembre 2010 - 10:35 .
                     
                  


            

Legacy_the_isolator

  • Newbie
  • *
  • Posts: 35
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #10 on: December 12, 2010, 11:21:42 pm »


               The rotate texture fuction, allows a texture to appear seamless throughtout a tileset, so that it lines up perfectly with any adjacent tiles. It shouldn't be necessary to use it for the water, as the models it is used in are standalone, and don't connect to other tiles. I'm probably not explaining this well, but as far as I know (in my limited experience) you shouldn't have to worry about turning it on for the water in the Castle Interior sets. It's mostly used for ground textures and terrain.

               
               

               
            

Legacy_Xenovant

  • Full Member
  • ***
  • Posts: 182
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #11 on: December 12, 2010, 11:56:12 pm »


               

the_isolator wrote...

I thought you could only use the rotate texture function for one object per tile. If you enable it on the water, won't that disable it on some other area in the tileset, presumbly the floor?


I don't know if you can use that function in 1 object only, the truth is that my knowledge of tilesets is very
limited, I try to avoid their models, I hate them xD    I checked everything else in the tile and it's as before.

the_isolator wrote...

The rotate texture fuction, allows a texture to appear seamless throughtout a tileset, so that it lines up perfectly with any adjacent tiles. It shouldn't be necessary to use it for the water, as the models it is used in are standalone, and don't connect to other tiles. I'm probably not explaining this well, but as far as I know (in my limited experience) you shouldn't have to worry about turning it on for the water in the Castle Interior sets. It's mostly used for ground textures and terrain. 


Well... What I did was to check the water in other tilesets and I saw that it had that function enabled, so I enabled it to solve my strange crashes (maybe it's just a goblin messing with my pc xD)

Jedijax wrote...

Well, I've already tested shiny water in Castle Interior, but only the bath tile, the exact same Xenovant has graciously showed here. It seems to work just fine, and I saved close to it without having any troubles at loading, so that must be a particular problem. However, I have yet to see how the shiny effect works with the fountain tile of the same set.

Also, I didn't change the rotate thingie in the model, and the bath water still looks right to me... what is the rotate tweak meant to do?

The one I'm presently having trouble with is the pool tile for small, good temples, included in City Interior. It seems this particular tileset has two types of water, and no matter what I do (editing both TXI's or TGA's), the shiny effect shows fragmented. Hope you guys can check this out; maybe you know what's wrong. Perhaps it is the rotate thingama?


You mean the neutral temple? I changed it and it's ok. I only changed the existing .txi of one of the water's textures
               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #12 on: December 13, 2010, 01:21:10 am »


               Thanks for the explanation, The Isolator, it was pretty clear! And no, I'm not being sarcastic.

It seems only one of the two different waters has a txi file. This is the one I've modified as Zwercules mentioned, by adding the two extra lines, but it looks all fragmented in-game. I'm guessing this has to do with the rotator text thingie we've been discussing. Could you please tell me exactly what you did Xenovant, so I may reproduce it with the TIN txi file on my end? Thanks in advance!

Also, you were right, I'm getting corrupted save files after enabling shiny water in Castle Interior. So, any help with the fix would be appreciated!':blush:'
               
               

               


                     Modifié par Jedijax, 13 décembre 2010 - 05:52 .
                     
                  


            

Legacy_Xenovant

  • Full Member
  • ***
  • Posts: 182
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #13 on: December 13, 2010, 12:53:57 pm »


               In city interior I just edited the "tin01_water02.txi" file adding the 2 lines of text and everything is ok.

 For the fix... I have discovered that you don't need to fix/change the "rotate texture" thing. You only have to decompile the models and throw them in your override xD

 These are the files that you have to decompile (for both, castle and city interiors):
'Posted

EDIT: If you want, I could send you the files via email, upload them somewhere and send you a P.M. with the link, etc.
               
               

               


                     Modifié par Xenovant, 13 décembre 2010 - 01:02 .
                     
                  


            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
Shiny Water Castle Interior
« Reply #14 on: December 13, 2010, 10:50:29 pm »


               Thanks a lot, Xenovant! You actually identified all of the TIN water-related tiles! I hadn't even noticed the temple jars had water in them! I have followed your instructions to the letter. Hopefully, this will fix any future issue. Indeed, the fragmented texture I experienced in the neutral temple was fixed just by de-compiling the model.

Thanks to everyone who posted!:happy:
               
               

               


                     Modifié par Jedijax, 14 décembre 2010 - 05:12 .