Medieval Engineers

Medieval Engineers

ME_EnvironmentWaterMod
50 Comments
SolidStone 5 Mar, 2019 @ 10:35pm 
rAnDoM dAB
~* BiZZ Keryear *~ 16 Mar, 2017 @ 10:45pm 
... Schade! ... Wasser ist was den Planeten in ME und SE noch fehlt.
Wenn du rausfindest wie man Wasser / Wassermechanik in ME einbaut sag den Entwicklern bescheid so das es vanilla wird ...
(ich, auf jedenfall, bin zu doof dazu)
Spelltree  [author] 13 Jul, 2016 @ 10:05am 
Ich gehe mal davon aus das du den mod einfach deaktiviert hast in der map ... mach das mit nem anderen mod und du hast das selbe ergebniss... Dieser Mod ist an Menschen gerichtet, die eine Map neu machen wollen. Andersrum kann man bei dem Namen auch von nem troll ausgehen...dann is eh egal ;-)
@Ratatosk
I like your screenshot, but '' planets '' will screw this up :-) . But I like it !
Ratatosk 29 Jun, 2016 @ 3:43pm 
Still digging the water mesh! Hopefully "planets" won't screw this up entirely...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=713735352
Ratatosk 30 May, 2016 @ 12:49pm 
@Spelltree: You, sir, are a gentleman and a scholar! This is perfect. Even bigger than the large map, haha! Many many thanks indeed!
Spelltree  [author] 30 May, 2016 @ 11:47am 
@Ratatosk
Did a new Watermesh, and optimized pixel density for the large mesh.This one is about 16 times bigger than the old, but as i said before i scaled it down to have a point to deletet it with ''E''.

I can scale it up now (make it larger) without beeing to unhappy with it. But i like the size right now, so hopefully the size fits your needs ;-)
Ratatosk 29 May, 2016 @ 3:16pm 
@Spelltree: I was wondering, how did you actually create the water mesh? I'm going insane trying to create one myself, just can't get it to work. :-) Created a plane in Blender, textured it etc., exported FBX. Maybe I'm using the wrong XML file when compiling the MWM...The game keeps crashing the moment I try to build the mesh. Argh!
Anyway, I'm trying to do this because I would like to flood a large map, dimensions 2024x2024 I think. You wouldn't happen to have such a large mesh lying around eh? :-)
By the way, the reflecting textures are really fantastic!
Dragon Fire 813 22 May, 2016 @ 8:53am 
Ok thank you, love the mod.
Spelltree  [author] 22 May, 2016 @ 4:15am 
The Blocks with water in it are shown in Survival, The Waterplanes not. Blocks with Water are destroyable like any other block. But they don't have those build stages and i think a recept for survival is missing. So Survival is more WIP and does not have to work at all atm.

I don't own SE and Planets are not yet out for ME so... This would of course be possible for Planets...a LOD System for the Mesh should be done in that case ...
SE could have transparency too ;-)
Dragon Fire 813 21 May, 2016 @ 6:45pm 
Can I use the water blocks in survival? Also, would it be possible to do this for SE, you know, like for planets?
Spelltree  [author] 18 May, 2016 @ 10:41am 
Another way to achieve transparency would be to use scripts.I did write my own console like the one you get here on workshop. But i stopped working on it because i couldn't find a way to alter a cube, or create my own ( what would be neccesary) by c# script and not by .sbc

So until the API isn't doing the job the ''easiest'' way would be, to have a reference in ME itself.

To answer another question, there is not much you can alter on the files the workshop gives you.
Most of the Mesh stuff is ''baked'' into the model format. Material,Technique,Textures,some Color values and the Scale are inside the Model format, not inside of an .sbc
Spelltree  [author] 18 May, 2016 @ 10:41am 
@Ratatosk
I did change the scaling of the Mesh , because if I scale an Objekt too much in ME it is very hard to find the point to delete it with ''E'' as i said to The Antagonist. So i reverted the size and scaled it up again. Soon I will create a bigger Mesh so that i don't have to use scaling.

I have red your post on Keen Forum . Maybe a Mineral could also solve our needs if it would be translucent. That's something that has always been around...
Ratatosk 18 May, 2016 @ 12:36am 
@Spelltree: thanks for the update! The reflections look very nice indeed!
One problem I'm having now, though: previously, I used the big sea mesh on a small map, creating an ocean larger than the map itself. The resulting horizon was looking great! After the update though, the sea mesh seems to have turned into a small one. Did you change anything else that could have caused this? Maybe something that I can alter in the sbc file, you think? Or, if you don't have time to deal with this, any chance that I could have a previous version of your mod, to try and figure it out?
Spelltree  [author] 17 May, 2016 @ 2:07pm 
Some fixes to the Projekt. Transparency is still broken , better reflections caused by the new PBR Materials
Spelltree  [author] 11 May, 2016 @ 2:31pm 
@Ratatosk
I think that the shader files always have been replaced by the MESH shader! But I could be wrong with that. But the only thing my shader files are changing is how many vertices are moved by the wind in ME (because it is an adopted FOLIAGE shader, taken from ME) .It did'nt work, and a normal water shader would'nd move like a leav,it was some testing with shaders...
I would say that the alpha came from the water_de.dds which had an explicit alpha channel behind it.And the normal hat this too.

My current Setup works with PBR Material , which looks realy nice ,like the voxel water but finer I would say, but no transparency right now.

One big difference between ME and SE is the Block/Cube definition files , much is the same in ME , some stuff in it is unique (does not work in SE) and quite much the other way around (does not work in ME , by now)
Ratatosk 11 May, 2016 @ 10:57am 
@Spelltree
Thanks for your reply! Of course I'll keep an eye on the changes!
Just curious: was the transparent effect created by the alpha channel of water_de.dds? Or by the two hlsl shader files? SpaceEngineers does seem to support opaque glass textures, perhaps this could be reverse-engineered into ME? I tried this myself by copying an SE model and its textures, but transparency was then lost in ME. Perhaps I should also have copied (parts of) the hlsl files? Really not an expert on shaders, haha... :-)
Mad Maxine 10 May, 2016 @ 11:12pm 
@Spelltree thanks
Spelltree  [author] 10 May, 2016 @ 12:59pm 
@The Antagonist
If you go/move near a Watermesh and look at it , the water and it's surrounding tint's yellow . Like any other Flag like the Stockpile you can if it is selected (tinted yellow) delete it with the
''E'' or ''e'' key in Creative ... The Watermesh is not available in Survival Mode, so if you changed gamemode you should change it back and then use the ''E'' key ...

If this is not working try what is decribed in the Troubleshoot discussion above
Spelltree  [author] 10 May, 2016 @ 12:58pm 
@Ratatosk
Hi, and thank you for Feedback! After testing some stuff like changing the .dds format and its alpha channel.I've tried all of the material definitions which we can use (MESH ,FOLIAGE and ALPHA MASKED ) last one does not make sense on Water. In the current Workshop Version i used my own shader file,which is not supportet by now and automaticly replaced by the MESH Shader.

I will update soon with better reflections and some other tweaks hopefully at the weekend.
But to have transparency back again, we should ask for some nice Windows in Vanilla-ME.
Or an easier way to ship Shader files with Mods/Workshop-Files.
Or at least some semi-transparent objects ingame.
I used the old nvidia dds plugin to create the dds files.
Another point for Keen ToDo, they wrote here : http://www.medievalengineers.com/modding.html
That they will ship a TextureBuilder with the SDK...Haven't seen it in the folder by now :(

I hope you keep an eye on changes!
Mad Maxine 9 May, 2016 @ 4:56pm 
how can i remove the water again?
Ratatosk 3 May, 2016 @ 1:12am 
The semi-transparent water mesh of this mod was a fantastic way to create islands and underwater ruins! But I think that perhaps the last MedievalEngineers update broke the transparency of the mesh/texture. At least, I'm not getting the transparent effect anymore. Maybe the 'voxel see-through fix' of the update caused this?
In any case: Spelltree, should you still read this, do you happen to remember how you initially created the transparency of the mesh? Is there anything I can do to the texture dds files perhaps, to fix this myself? Was checking out the SpaceEngineers forums for anything on transparency (like the glass), but haven't been able to find anything that I can implement myself yet...
[p.s.: many thanks for the mod, it opens up so many possibilities for creative mode!]
Spelltree  [author] 27 Mar, 2016 @ 12:39am 
Was funktioniert nicht egal was man macht ? Bei mir läuft es nach wie vor.
Muss mir wie ich vor einigen Tagen geschrieben habe, allerdings den Mod nochmal anschauen,um ihn an die neuen Versionen anzupassen.
Doch habe ich meistens in meinem Leben mehr zu tun, als altlasten zu aktualisieren.

Frohe Ostern!
GOTTKÖNIG XERXES 26 Mar, 2016 @ 10:01am 
Funktioniert nicht egal was man macht!! Auf antwort des autor kann man auch vergebens warten..... einfach schlecht :steamsad:
Spelltree  [author] 9 Mar, 2016 @ 1:24pm 
I can have a look at it , at the weekend. The Files are quite old, and i have to take a look at the changes in ME since a lot of Updates. As far as I know there were some problems with the material setup and the reflection ( Black Boxes appear in reflection ) too, so maybe i can fix that too ...
thx for trying this mod ;-)
Regnilse 6 Mar, 2016 @ 2:13pm 
Is there a way to edit the transparancy of the mesh, its a bit to seethrough for me.
frederic.effe 12 Oct, 2015 @ 2:53pm 
Hi :) great idea, i like the way the water reacts with the map. Small problem, The small block with water "canal" are blue. but i have noticed that the blue seems to have disappear at the big water "objects". It looks dark grey to black but not blue. any advice to correct that?
Spelltree  [author] 25 Jul, 2015 @ 6:11am 
Are they ? All i had was those Guides here on Steam...
What bit is lacking for you ? / Whats not working when making your mod ?
George.Mamakos

there is plenty more that can fail and is not covered by these Guides ...
ModelBuilder can fail with wrong .fbx format etc ...(In 3dsMax it works fine , but i know that blender got many fbx exporter (Working/Unworking depends on Version) )

If you need special info start a Diskussion with some basic info whats wrong with your mod ,please !
Bonesaw 24 Jul, 2015 @ 1:09pm 
Is there any chance you could explain to the likes of me how to make my own mod? The guides are a bit lacking...
jb_aero 14 Jul, 2015 @ 5:25pm 
Don't blame others for your incompetence.
Bonesaw 13 Jul, 2015 @ 11:02am 
Dangit -- no voxels :(
Lux/Tenebris 11 Jul, 2015 @ 8:57pm 
well i coundint find the water so it sucks
Rorschaxe 11 Jul, 2015 @ 11:46am 
10/10
Androox 11 Jul, 2015 @ 7:39am 
Thankx ;p
Spelltree  [author] 11 Jul, 2015 @ 4:29am 
Hi Androox , i am working on an update . I give your idea a shoot :-) . The Isle is ment to be like this. The big square in the middle ''should'' be the walkable part of your map. So that you can see water on horizont and to be able to dig like without digging thru water.

Butt your idea is like making a river or something, and if you would dig there , you would ''sink'' to the ground like a stone (to describe what it looks like to dig thru water...) .
Androox 10 Jul, 2015 @ 8:54pm 
Can you do like only fill up one hole with water because I dont want all the map to be water.
Also the Isle one there is a big square in the middle
Spelltree  [author] 10 Jul, 2015 @ 8:28am 
Hi Andy_2003 . You can give the Troubleshooting Diskussion a try. OR if you did't use the Matermesh, you can activate the mod again, delete every block of the mod and save it then. if you have tried the Watermesh, i am sorry atm you have to use the solution discribed in the diskussion
Martazar 10 Jul, 2015 @ 1:00am 
When I delete this mode (because I didnt need this mod) I can´t save my game.REPAIR IT PLEASE!!!
Spelltree  [author] 9 Jul, 2015 @ 10:19am 
so why ? What did you expect ?
Lux/Tenebris 9 Jul, 2015 @ 10:14am 
okay not cool
k-ta 9 Jul, 2015 @ 4:44am 
oh my god... amazing water!!!!!!!!!!!!
Nioreux 7 Jul, 2015 @ 6:58am 
yay! can you swim in it?
carmel4a 4 Jul, 2015 @ 2:36am 
nice :)
Spelltree  [author] 28 Jun, 2015 @ 9:35am 
Maybe Keen will give us a propper Shader to play with . This effect can be achieved with the FOLIAGE Material ...(Same as the Trees and Bushes) .

ATM i think we cannot modifiy Skyboxes.And at day i have these artefacts too.
I will work on this (Maybe the Quads are too big or something I did wrong..)
Iam_a_cow 28 Jun, 2015 @ 9:25am 
flat
Iam_a_cow 28 Jun, 2015 @ 9:25am 
i dont use any custom skybox i did not know you can chaneg that yet (= i use it a day made it in slat world
Spelltree  [author] 28 Jun, 2015 @ 9:23am 
Thank you !

Do you see the Boxes at Night ? At Day i have to say you are right ;-) ... But it is nothing I put into reflection . So it must have something to do with Skyboxes (My guess) .

Maybe you show me what you are doing with it ;-)
I will Update the description soon...
Iam_a_cow 28 Jun, 2015 @ 8:36am 
that works just fine good job
Spelltree  [author] 28 Jun, 2015 @ 8:10am 
If you activate the mod you should see a tab Water Environment. You can place it by LMB.
Pick Water ( not Water(Isle) ) ,then you should see what it does.

If you place Water(Isle) you can't see it from where you stand. (Fly up to see it !)
Water(Isle) is like a Ring, you have to zero its position and orientation in an external TxtEditor.

Iam_a_cow 28 Jun, 2015 @ 5:15am 
how do i get it in to my map