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"Waves and Tides at the Ocean!"
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timken (379 posts)
Apr-21-02, 12:11 PM (EST) "Waves and Tides at the Ocean!" Sniper sent me off on a new tangent once again! Ocean waves and even tidal changes of a sort are now possible (well, they were always possible, I just didn't know it!). The routes Envfiles control how many things, including water look in the RE, Sun, Rain, Snow, Wind, and possibly more.With long relatively flat ocean beaches, big breakers of a sort are possible. I used pretty conservative settings for the wave height and speed; world_water_terrain_patch_map ( 256 Wsib-W.raw )
world_water_wave_height ( .35 )
world_water_wave_speed ( .13 )
world_water_layers
(I also don't like the separation and lines of the water layers the way they default. I did some experimenting, and so far, I like this combination much better, especially for waves flattening out on a long stretch of beach.
3
world_water_layer
(
world_water_layer_height ( -.2 )
The next at -.1, and the top layer at 0
Next, I got to thinking, you can change the water layer heights relative to the way you have them set on the tile corners, so if I set the #'s higher or lower than 0, I can alter the tide. Now, in sun, it is mid tide with the top ace layer at 0, and light wave action. In the rain, it's high tide and stormy with higher waves, top ace at 1.2, carefull though, or the waves will flood your RR! world_water_wave_height ( .7 )
world_water_wave_speed ( .25 )I could have a very nice beach scene like Puget Sound at low tide in the sun (If I'm going to put rocks, seaweed, barnacles, etc, I want to see them) top ace at about -2.5 and water lapping at the rock protecting the track, at h tide when I run in the rain.I suspect that some of the numbers I haven't played with determine the direction the waves come from and possibly other wave characteristics.Steve
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Subject Author Message Date ID RE: Waves and Tides at the Ocean! sniper297 Apr-21-02 1 RE: Waves and Tides at the Ocean! patm41 Apr-21-02 2 RE: Waves and Tides at the Ocean! CSXALine Apr-21-02 3
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sniper297 (2056 posts)
Apr-21-02, 01:56 PM (EST) 1. "RE: Waves and Tides at the Ocean!" LAST EDITED ON Apr-21-02 AT 01:58 PM (EST)Hey, cool! Yeah, take a look at Bob Spalding's AWE hacks, the scroll gives it the flowing movement, and he used very small increments for wave height and speed to optimize it for a river. There are other factors too;world_water_terrain_patch_map ( 256 Wsib-W.raw )
world_water_wave_height ( 0 )
world_water_wave_speed ( 0 )
world_water_layers
(
3
Note that last, layers 3, maybe you could have 5 or 6! One other fun thing to try in addition to that different seasons thing, if the wave height governs the "heave" above & below the datum, and the wave speed governs how fast, something like;world_water_wave_height ( 4 )
world_water_wave_speed ( 0.000000000000000000001 )
would give a tidal effect, but unfortunately without waves. I played with this on Bill's Seaview and got some rather jerky effects out of it, I also accidently discovered the cause of "Train World Initialization Failure" from a syntax error that screwed up the .env file, so if you see that one you know to replace or repair the one you just hacked!Still haven't figured out that reflection thing, maybe it should be a negative number or something. For more fun try wind speed, especially with rain, and see how fast you can get the clouds to whip by! Remove | Alert Edit | Reply | Reply With Quote | Top
patm41 (835 posts)
Apr-21-02, 09:32 PM (EST) 2. "RE: Waves and Tides at the Ocean!" water, rain, wind, MMM Ok Sniper get busy and develop a tornado!
patm41
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CSXALine (541 posts)
Apr-21-02, 10:00 PM (EST) 3. "RE: Waves and Tides at the Ocean!" +
where do you get AWE?Jason Webb
The Seaboard Coast Line/CSX A Line from Tampa Florida to Jacksonville, FL
http://sclcsxaline.cjb.net/
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