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Re: Wavesets, can we play?
Posted: Sat May 24, 2008 11:30 am
by GPNMilano
K, here's my blend file. When my regular age wasn't working, I created this to try and figure out why it wasn't working in Uru. So i made the most simplest thing i could.
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 1:18 pm
by D'Lanor
I don't think a waveset should have both a None type and an EnvMap texture. I would ditch the None texture.
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 1:21 pm
by andylegate
I was about to say, Nadnerb tells you in the tutorial to get rid of the textures for your Wavset.
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 1:57 pm
by GPNMilano
Ooops, not sure why that was there. I deleted the none texture, rexported, and deleted the sav file just in case before putting the age into uru to test it out. Still same. Doesn't appear. So it wasn't the none texture.
To reiterate.
Uru: 1 zillion.
Me: 0
EDIT:
OKAY, now I know why I put a non texture there. Dox said that is what must be done, first part of this thread, that to delete all the textures but to put a none texture there. So thats what I was doing.
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 2:00 pm
by andylegate
Uhm....how are you exporting the Age with your sequence number at 100?
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 2:02 pm
by GPNMilano
andylegate wrote:Uhm....how are you exporting the Age with your sequence number at 100?
Its the only age in my library with a sequence number of a 100, so it doesn't clash with anything else. I use it as my sequence number for testing stuff.
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 2:14 pm
by andylegate
Okay, I applied some of my own home grown textures, and exported your little test age, and tah dah...I had water just fine.
Your shore on the other hand was drifting way above the fountain,....I'd recommend redoing it's center to match the water height, and Re UV Mapping it again.
But the water is there....doesn't look very good as you don't have a dynamic enviormental map put in. Look back on this thread, and Nadnerb posted how to put in a dynenvmap in your ALCscript, it's easy and all you have to do. But even so, the waveset is there for me after exporting your blend file.
Might I suggest redownloading, and reinstalling your PyPRP plugin, just to be safe?
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 2:54 pm
by Nadnerb
Uhm... you shouldn't have to do anything to have a dynamic envmap attached to your waveset. It should create one based on the object center automatically. The reason you can alcscript the evnmap ref is because that would be how you would attach a static environment map. (if, for some reason, you didn't want it to reflect what plasma actually sees)
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 3:13 pm
by GPNMilano
Welp, slight update.
Redownloaded 1.4. Installed it. Rexported. Nada. So I took a look at Ahnonay, my water looks fine there. Took a tour of E'rcana. Here's where things get weird.
I see the ripples in the mixer, but not the rest of the water. And not in all the mixers. Only two of them. All other bodies of water in all other ages work fine the way they're supposed to.
Re: Wavesets, can we play?
Posted: Sat May 24, 2008 3:34 pm
by andylegate
ah! Well since the Avatars are not displayed correctly in the reflection, I did what you said to do earlier in this thread: set the incharacter to 0, using the dynenvmap in the ALCscript.
I wonder if that's what is causing my stuttering problem.