Wavesets, can we play?

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Wavesets, can we play?

Postby D'Lanor » Thu May 15, 2008 12:55 pm

I noticed that Alcscript for wavesets was added to the nightly build and to the wiki some days ago. Does that mean it is ready for us to play with?

Wow! Hang on... that is an awful lot of properties! :o Can we please have a few working examples to start with? And does the object (a plane I presume) need to be textured?
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Re: Wavesets, can we play?

Postby andylegate » Thu May 15, 2008 2:22 pm

I took a peek at Wavesets in the Uru files weeks ago and noticed too that there seemed to be a lot of varibles.

Was kinda hoping ours would be simpler, but guess not, hehe.
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Re: Wavesets, can we play?

Postby Paradox » Thu May 15, 2008 2:36 pm

Yes, there are a lot of properties, and we still don't know what most of them actually do. In addition, there are an insane amount of conditions that must be met before wavesets will work properly.

That said, PyPRP will export perfectly valid and working wavesets if those conditions are met.
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Re: Wavesets, can we play?

Postby Nadnerb » Thu May 15, 2008 2:41 pm

They're not quite so insane, and the pyprp defaults should be good enough for most intial attempts. Anyway, if you feel like trying to play with them, go ahead, but you're on your own until they're ready, and we've got some instructions up.
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Re: Wavesets, can we play?

Postby D'Lanor » Thu May 15, 2008 2:46 pm

But how do we set the defaults?

Is this enough?

Code: Select all
<object>:
    visual:
        waveset:
Last edited by D'Lanor on Thu May 15, 2008 3:02 pm, edited 1 time in total.
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Re: Wavesets, can we play?

Postby Nadnerb » Thu May 15, 2008 3:02 pm

You don't. that's what makes them defaults.

Code: Select all
<object>:
    type: waveset
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Re: Wavesets, can we play?

Postby D'Lanor » Thu May 15, 2008 3:21 pm

Hmm, invisible object...
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Re: Wavesets, can we play?

Postby Paradox » Thu May 15, 2008 3:51 pm

Model your mesh to the bottom of the ocean.

Set the object centre to the maximum height of the water.

Read Mark Finch's book to get a really good understanding of how everything works. And Don't use any vertex paint. And don't add actual texture, but you need a "None" texture in order to export a layer.

Wait for Nad's tutorial... it will make a lot more sense than me :P
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Re: Wavesets, can we play?

Postby Lontahv » Thu May 15, 2008 3:56 pm

Ok, that's because you're not doing it right most likely. :P

First take a waveset plane and retopo it to your age--learn more about this in the blender wiki. Then, with it retopoed put the object center where you want the water-surface to be (make sure there is wave-surface geometry UNDER the water-line). If this is not enough, Nadnerb promised a tutorial soon. :)


EDIT: 'Dox, you said just what I said. :shock: I posted at the same time as you and didn't see your post.

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Re: Wavesets, can we play?

Postby D'Lanor » Thu May 15, 2008 4:01 pm

Ok, I don't have the slightest idea what you are talking about :? :?: :o :( Definately waiting for the tutorial here.
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