I did not suceed to use the wolftest class, it was making my map crashing down each time i put this class on map.
So i'd created a wolf selection but it's limited.
I'd placed an invisible cow inside the wolf because the wolf have no blood fx.
You'll have to import the cem file in chromed and create a new movie object to link with film.
I know it's weird but that's the only way i'd found to use the wolf cause i'd not suceed to move him in waypoint with any object class.(maybe the cow's class but i guess they have not the same bone helpers and animations) http://d01.megashares.com/dl/QCu8SCP..._Selection.rar
1: if you mean to change the river current direction, my answer is yes.
In chromed, open advanced mode then choose local coordinates instead of world.
Then you'll see the objects gizmo aligned to the objecs direction.
Now, select your visbox (=waterCurrent object class) then you'll see the gizmo helper with 3 lines, one red, green and blue.
The green line in the gizmo is for the vertical direction =y axis, the red is for horizontal =x axis and the blue is for the depth =z axis.
The blue gizmo line is the water current direction.
So, turn the blue line in the direction you want that the current will flow.
2: personally, i use sound emitters but never tested another way for sound sources in particular locations.
3: you can make an ambient sound in your map but the water sound will cover the whole map.
First of all....thanx again.
1/ I havent add the visbox, cos if I understood it right it only effects the movement of the player and the AIs in it.....my river is just a small stream and it doesnt need to do that. My problem is that I started building the road from the walley upwards to the hill....the custom water material had smooth still water waves and that ugly blue color from a distance so i changed it to the one reffered to in the tutorial video. now it looks more like a stream, the ugly blue is gone too, but the water current animation goes the wrong way.
2/ Id also like to speed up the current like 3-times or so. Id modified some numbers in the water material file but I havent seen any changes so far. Could you help me with that too?
3/How do doors work? What do I have to set to make them openable? How do I set them up for the AIs to get some smooth open/close animations?
My problem is that I started building the road from the walley upwards to the hill
I found that when you create a new road, the river current will start at the last road point and end at the first road point you created.
but the water current animation goes the wrong way.
That's the point, you'll have to delete the road and start creating it from the end of the river current.
Or, select your road (CRoadControlPointHelper) i mean all of the road's orange points then, rotate the whole CRoadControlPointHelper you selected
at 180 degrees.
THen, the current anim will go to the right way.
2/ Id also like to speed up the current like 3-times
I'd searched new methods in liquid.mtt file but not succeed to speed up the current texture.
The only solution i'd found is inside chromed.
Open chromed then open the roads tool , select your road (river) and click on edit selected road.
Now, increase the texcoord scale and your water material will scroll faster.
To adjust the water aspect, increase the road width and a little bit of segment length.
try with the
Enemy opens the door (sel_quest_adversaries_enemyopensdoor.eds)
You'll may have to download the Call of Juarez: Bound in Blood Selections Package
in cojmodding add-ons and place it into your coj2 game folder.
There's also a class for doors to open:
Put a door on map then change his class to DoorRequiredUse.
well, this time I worked on the map for a while, I tried to run it but there was an error message while building the map and it froze. Now I am running chrome-ed but the map is not listed in the load option. the folder is present in the dosuments but the editor is unable to recognize it. what now???