Author Topic: Water Glows in dark maps  (Read 1828 times)

I have this problem with water will be effected by light. I do not use Mission Editor and make maps out of game to have more control over the files unless im using terrain.

Anyway, on one of my Minecraft maps, Minecraft - Night, the water will glow when using the normal texture, I had to dim the map's texture to make it seem though it was not glowing, I would rather keep one file for two maps.

Heres the .mis file:
Code: (MinecraftNight.mis) [Select]
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {

   new ScriptObject(MissionInfo) {
         name = "Minecraft - Night";
         saveName = "Minecraft";
   };
   new MissionArea(MissionArea) {
      Area = "-360 -648 720 1296";
         locked = "true";
         flightCeilingRange = "20";
         flightCeiling = "300";
   };
   new Sky(Sky) {
      position = "0 0 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      materialList = "./SkyNight/resource.dml";
      cloudHeightPer[0] = "0.349971";
      cloudHeightPer[1] = "0.3";
      cloudHeightPer[2] = "0.199973";
      cloudSpeed1 = "0.0007";
      cloudSpeed2 = "0.001";
      cloudSpeed3 = "0.0003";
      visibleDistance = "600";
      fogDistance = "500";
      fogColor = "0.000000 0.000000 0.100000 0.000000";
      fogStorm1 = "0";
      fogStorm2 = "0";
      fogStorm3 = "0";
      fogVolume1 = "0 0 0";
      fogVolume2 = "0 0 0";
      fogVolume3 = "0 0 0";
      fogVolumeColor1 = "128.000000 128.000000 128.000000 -222768174765569860000000000000000000000.000000";
      fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000000";
      fogVolumeColor3 = "128.000000 128.000000 128.000000 -170698929442160050000000000000000000000.000000";
      windVelocity = "1 1 0";
      windEffectPrecipitation = "1";
      SkySolidColor = "0.000000 0.000000 0.100000 1.000000";
      useSkyTextures = "1";
      renderBottomTexture = "0";
      noRenderBans = "0";
         locked = "true";
   };
   new Sun() {
      azimuth = "90";
      elevation = "60";
      color = "0.400000 0.400000 0.400000 1.000000";
      ambient = "0.100000 0.100000 0.000000 1.000000";
         scale = "1 1 1";
         locked = "true";
         position = "0 0 0";
         direction = "0.57735 0.57735 -0.57735";
         rotation = "1 0 0 0";
   };
   new SimGroup(playerDropPoints) {

      new SpawnSphere() {
         position = "0 0 0";
         rotation = "0 0 1 130.062";
         scale = "0.940827 1.97505 1";
         dataBlock = "SpawnSphereMarker";
         canSetIFLs = "0";
         radius = "100";
         sphereWeight = "1";
         indoorWeight = "1";
         outdoorWeight = "1";
            RayHeight = "150";
      };
   };
   new InteriorInstance() {
      position = "0 0 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      interiorFile = "~/Map_Slate/slate.dif";
      useGLLighting = "1";
      showTerrainInside = "1";
   };
   new WaterBlock(Water) {
      position = "0 0 -1";
      rotation = "1 0 0 0";
      scale = "2048 2048 1";
      UseDepthMask = "1";
      RepeatTerrain = "1";
      surfaceTexture = "./Minegrass2";
      ShoreTexture = "./Minegrass2";
      envMapOverTexture = "./Minegrass2";
      envMapUnderTexture = "./Minegrass2";
      submergeTexture[0] = "./Minegrass2";
      submergeTexture[1] = "./Minegrass2";
      specularMaskTex = "./Minegrass2";
      liquidType = "OceanWater";
      density = "0";
      viscosity = "0";
      waveMagnitude = "0";
      surfaceOpacity = "0";
      envMapIntensity = "0";
      TessSurface = "50";
      TessShore = "1000";
      SurfaceParallax = "0";
      FlowAngle = "0";
      FlowRate = "0";
      DistortGridScale = "0";
      DistortMag = "0";
      DistortTime = "0.5";
      ShoreDepth = "20";
      DepthGradient = "1";
      MinAlpha = "0.03";
      MaxAlpha = "1";
      removeWetEdges = "0";
      specularColor = "1.000000 1.000000 1.000000 0.000000";
      specularPower = "6";
      waterColor = "0.200000 0.600000 0.600000 0.300000";
      useCustomFog = "0";
      customFogDistance = "800";
      customVisibilityDistance = "1000";
         params3 = "1.21 -0.61 0.13 -0.33";
         params1 = "0.63 -2.41 0.33 0.21";
         textureSize = "4 4";
         params2 = "0.39 0.39 0.2 0.133";
         extent = "100 100 10";
         params0 = "0.32 -0.67 0.066 0.5";
         seedPoints = "0 0 1 0 1 1 0 1";
         envMapTexture = "Add-Ons/Map_Minecraft/Minegrass2";
         floodFill = "1";
   };
};
//--- OBJECT WRITE END ---
If you notice, there is a Minegrass2 file, the dimmed version of the normal lighted version.


I see what you mean.
Locking.