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Difference between revisions of "Legacy:WaterTexture"

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{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Object (UT)|Object (UT)]] >> [[Legacy:Bitmap|Bitmap]] >> [[Legacy:Texture (UT)|Texture (UT)]] >> [[Legacy:FractalTexture|FractalTexture]] >> WaterTexture (Package: Fire)}}
 
{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Object (UT)|Object (UT)]] >> [[Legacy:Bitmap|Bitmap]] >> [[Legacy:Texture (UT)|Texture (UT)]] >> [[Legacy:FractalTexture|FractalTexture]] >> WaterTexture (Package: Fire)}}
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{{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Object|Object]] >> [[Legacy:Material|Material]] >> [[Legacy:RenderedMaterial|RenderedMaterial]] >> [[Legacy:BitmapMaterial|BitmapMaterial]] >> [[Legacy:Texture|Texture]] >> [[Legacy:FractalTexture|FractalTexture]] >> WaterTexture (Package: Fire)}}
 
{{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Object|Object]] >> [[Legacy:Material|Material]] >> [[Legacy:RenderedMaterial|RenderedMaterial]] >> [[Legacy:BitmapMaterial|BitmapMaterial]] >> [[Legacy:Texture|Texture]] >> [[Legacy:FractalTexture|FractalTexture]] >> WaterTexture (Package: Fire)}}
  
Abstract base class for fractal water textures. Parent of Wave-, WetTexture and in [[Legacy:UT2003|UT2003]] also FluidTexture.
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Abstract parent class for fractal water textures. Parent of Wave-, WetTexture and in [[Legacy:UT2003|UT2003]] also FluidTexture.
  
==Properties ==
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==Properties==
  
===WaterPaint Group ===
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===WaterPaint===
  
 
All ''FX_'' parameters are applied only to new drops when drawing them in the editor. All other parameters take effect instantly.
 
All ''FX_'' parameters are applied only to new drops when drawing them in the editor. All other parameters take effect instantly.
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; byte WaveAmp :   
 
; byte WaveAmp :   
  
===UnrealScript-Only Properties ===
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===Hidden===
 
; ADrop Drops[256] :   
 
; ADrop Drops[256] :   
 
; int NumDrops :   
 
; int NumDrops :   
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; byte WaterTable[1536] (transient) :   
 
; byte WaterTable[1536] (transient) :   
  
==Enums ==
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==Enums==
  
===WDrop ===
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===WDrop===
  
 
The individual effects' ''FX_'' parameters (where needed) are stored in the generic ''ByteA'' to ''ByteD'' members of the ADrop struct (see below).
 
The individual effects' ''FX_'' parameters (where needed) are stored in the generic ''ByteA'' to ''ByteD'' members of the ADrop struct (see below).
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|}
 
|}
  
==Structs ==
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==Structs==
  
===ADrop Struct ===
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===ADrop===
  
 
<uscript>
 
<uscript>
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; byte ByteA, ByteB, ByteC, ByteD : Various (see effects above).
 
; byte ByteA, ByteB, ByteC, ByteD : Various (see effects above).
  
==Known Subclasses ==
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==Known Subclasses==
* [[Legacy:FluidTexture|FluidTexture]] (only UT2003)
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WaterTexture
* [[Legacy:WaveTexture|WaveTexture]]
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  +- [[Legacy:FluidTexture|FluidTexture]] (only UT2003)
* [[Legacy:WetTexture|WetTexture]]
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  +- [[Legacy:WaveTexture|WaveTexture]]
 +
  +- [[Legacy:WetTexture|WetTexture]]
 +
 
 +
==Related Topics==
 +
* [[Legacy:Texture Topics|Texture Topics]]
  
 
[[Category:Legacy Class (UT)|{{PAGENAME}}]]
 
[[Category:Legacy Class (UT)|{{PAGENAME}}]]
 
[[Category:Legacy Class (UT2003)|{{PAGENAME}}]]
 
[[Category:Legacy Class (UT2003)|{{PAGENAME}}]]
 +
[[Category:Legacy Class (UT2004)|{{PAGENAME}}]]

Latest revision as of 20:49, 3 January 2006

UT :: Object (UT) >> Bitmap >> Texture (UT) >> FractalTexture >> WaterTexture (Package: Fire)
UT2003 :: Object >> Material >> RenderedMaterial >> BitmapMaterial >> Texture >> FractalTexture >> WaterTexture (Package: Fire)

Abstract parent class for fractal water textures. Parent of Wave-, WetTexture and in UT2003 also FluidTexture.

Properties[edit]

WaterPaint[edit]

All FX_ parameters are applied only to new drops when drawing them in the editor. All other parameters take effect instantly.

WDrop DropType 
byte FX_Amplitude 
byte FX_Depth 
byte FX_Frequency 
byte FX_Phase 
byte FX_Radius 
byte FX_Size 
byte FX_Speed 
byte FX_Time 
byte WaveAmp 

Hidden[edit]

ADrop Drops[256] 
int NumDrops 
int OldWaveAmp (transient) 
byte RenderTable[1028] (transient) 
int SourceFields (transient) 
byte WaterParity (transient) 
byte WaterTable[1536] (transient) 

Enums[edit]

WDrop[edit]

The individual effects' FX_ parameters (where needed) are stored in the generic ByteA to ByteD members of the ADrop struct (see below).

Value Description Parameters
DROP_FixedDepth Fixed depth spot ByteA: depth
DROP_PhaseSpot Phased depth spot ByteA: frequency, ByteB: phase.
DROP_ShallowSpot Shallower phased depth spot ByteA: frequency, ByteB: phase
DROP_HalfAmpl Half-amplitude (only 128+ values)
DROP_RandomMover Randomly moves around
DROP_FixedRandomSpot Fixed spot with random output
DROP_WhirlyThing Moves in small circles ByteA: speed, ByteB: depth
DROP_BigWhirly Moves in large circles ByteA: speed, ByteB: depth
DROP_HorizontalLine Horizontal line segment
DROP_VerticalLine Vertical line segment
DROP_DiagonalLine1 Diagonal, right-slanted
DROP_DiagonalLine2 Diagonal, left-slanted
DROP_HorizontalOsc Horizontal oscillating line segment
DROP_VerticalOsc Vertical oscillating line segment
DROP_DiagonalOsc1 Diagonal oscillating, right-slanted
DROP_DiagonalOsc2 Diagonal oscillating, left-slanted
DROP_RainDrops General random raindrops ByteA: depth, ByteB: distribution radius
DROP_AreaClamp Clamp spots to indicate shallow/dry areas
DROP_LeakyTap
DROP_DrippyTap

Structs[edit]

ADrop[edit]

struct ADrop
{
    var WDrop Type;   // Drop type.
    var byte  Depth;  // Drop heat.
    var byte  X;      // Spark X location (0 - Xdimension-1).
    var byte  Y;      // Spark Y location (0 - Ydimension-1).
 
    var byte  ByteA;  // X-speed.
    var byte  ByteB;  // Y-speed.
    var byte  ByteC;  // Age, Emitter freq. etc.
    var byte  ByteD;  // Exp.Time etc.
};
WDrop Type 
Type of drop.
byte Depth 
Drop depth.
byte X 
Drop X location (0 to width - 1).
byte Y 
Drop Y location (0 to height - 1).
byte ByteA, ByteB, ByteC, ByteD 
Various (see effects above).

Known Subclasses[edit]

WaterTexture
  +- FluidTexture (only UT2003)
  +- WaveTexture
  +- WetTexture

Related Topics[edit]