Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
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)}} | ||
+ | : | ||
{{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 | + | Abstract base class for fractal water textures. Parent of Wave-, WetTexture and in [[Legacy:UT2003|UT2003]] also FluidTexture. |
− | ==Properties== | + | ==Properties == |
− | ===WaterPaint=== | + | ===WaterPaint Group === |
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 === |
; ADrop Drops[256] : | ; ADrop Drops[256] : | ||
; int NumDrops : | ; int NumDrops : | ||
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; byte WaterTable[1536] (transient) : | ; byte WaterTable[1536] (transient) : | ||
− | ==Enums== | + | ==Enums == |
− | ===WDrop=== | + | ===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== | + | ==Structs == |
− | ===ADrop=== | + | ===ADrop Struct === |
<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== | + | ==Known Subclasses == |
− | + | * [[Legacy:FluidTexture|FluidTexture]] (only UT2003) | |
− | + | * [[Legacy:WaveTexture|WaveTexture]] | |
− | + | * [[Legacy:WetTexture|WetTexture]] | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
[[Category:Legacy Class (UT)|{{PAGENAME}}]] | [[Category:Legacy Class (UT)|{{PAGENAME}}]] | ||
[[Category:Legacy Class (UT2003)|{{PAGENAME}}]] | [[Category:Legacy Class (UT2003)|{{PAGENAME}}]] | ||
− |
Revision as of 01:32, 23 May 2003
UT2003 :: Object >> Material >> RenderedMaterial >> BitmapMaterial >> Texture >> FractalTexture >> WaterTexture (Package: Fire)
Abstract base class for fractal water textures. Parent of Wave-, WetTexture and in UT2003 also FluidTexture.
Contents
Properties
WaterPaint Group
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
UnrealScript-Only Properties
- ADrop Drops[256]
- int NumDrops
- int OldWaveAmp (transient)
- byte RenderTable[1028] (transient)
- int SourceFields (transient)
- byte WaterParity (transient)
- byte WaterTable[1536] (transient)
Enums
WDrop
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
ADrop Struct
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
- FluidTexture (only UT2003)
- WaveTexture
- WetTexture