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For PO&N 8 I used Route Riter's "Replace BlendATexDiff" utility to correct the flashing water. It looked different, but good engough for MSTS. Later I drove the route at night, and it looked like one of them movies about toxic waste dumping - the water glowed in the dark! After some experimenting, I found that replacing the BlendATexDiff with BlendATex for the watertop.ace was what actually cured the white water and flashing water syndrome, it's not really necessary for watermid.ace.Somebody from Seaview is dumping radioactive materials in the PO&N waterways.Resetting watermid.ace to BlendATexDiff gets rid of the night glow, watertop.ace set to BlendATex still cures the flashing/white water problem.Curing the interchanging traffic with the Seaview route is a different problem.
Hee-hee, yeah Tim, too bad he left, if nothing else he was constantly entertaining! Yeah, Mike, I vaguely remember (51 next month, losing all my brain cells) somebody making a bright blue water texture, and it was a completely opaque watertop.ace. I've been fiddling with this, and it appears as tho the BlendATexDiff on watermid.ace has no effect at all, it's only that watertop.ace that causes the flashing/white water effect. I dunno if you noticed, but I jacked up the water level in the rain to create a few flooded areas when it rains, instead of the standard -1, -0.5, 0; I changed the rain.env to -1, -0.5, 1. For PO&N 9 I'm using custom objects for the coalmine roof, so I can go crazier with the water levels since I no longer need it for the coalmine roof.
Hi Jim,Clever idea that, I wonder if Kuju ever thought about that when they wrote the .env files in the first place? Now I expect we will be getting routes covered in flood plains.Mike