Texian's Animated Water Meshes - Shorline 1.0.
Texian's Animated Water Meshes - Shoreline
A Modder's Resource
by Texian and GodHugh
What it does
TAWMS is a modder's resource that allows for mod makers to place moving water or foam along beaches, lakes, ponds and other shorelines.
Version 1.0 consists of 3 mesh sizes that permit shallow to deep ping-pong wave action. Included are also 3 textures that can be subsituted for the default texture. Animated meshes do not use Normal, Glow or other auxiliary maps.
All the meshes have invisible transition edges for seamless overlaps and placement on water. The edges will not show either in the Construction Set or Oblivion.
The shape and timing can be adjusted in Nifskope by following the instructions listed below.
1. Extract the WaterAnimated folder to your Oblivion/Data/Meshes folder.
2. Extract the Water folder to your Oblivion/Data/Textures folder or extract the 3 DDS files directly in an existing Water folder.
Simply delete the files that were created in the meshes/textures folders in Oblivion/Data.
Placing the meshes in the game
TAWMS are Activators and new form ID's should be created by right-clicking on an existing Activator object and selecting "New".
Name your new Activator object and click on the Nif button and choose one of the included meshes in the WaterAnimated folder.
A sound file can also be associated with your file. The best ones to use are one of the AMBWater sound files.
Oddities, Glitches, Compatibility
No known issues.
Nifskope Editing for TAWMS meshes
Adjusting the timing of the wave action is done by changing two settings. Both should have the same value which is in actual seconds.
First, find the NiTextureTransformController. Change the Stop Time value to the time (in seconds) of your choice. This sets the timing loop for restarting the animation.
Second, expand the Plus next to the above controller and then the plus next to the Interpolator. This will bring you to the NiFloatData. Expand the Data and Keys all the way. In the bottom set of Keys (array index:1), change the value of Time to match the value entered in the NiTextureTransformController.
Also, in this Key, the Value data can be adjusted. This limits the amount of the texture that is viewable during the animation loop. A lower value will make less of the animation show during the loop and a higher value will show more of the texture.
The mesh shapes/faces can also be adjusted to produce different appearances of the wave action by changing the shapes of the faces. To do this, click on the NiTriShapesData and, in the block data, scroll down to the Vertices. click on the + and all the vertices will become visible. Here the XYZ coordinates for each vertex can be adjusted by changing each value according to your needs.
Unless you are very familiar with the controls for Animating Textures, I strongly recommend that other other numerical values be changed unless you simply feel like experimenting with them.
TAWMS is a modder's resource so anyone using it has my permission to change the meshes and textures in anyway needed to meet the requirements of their mod and can include them in any mod without requesting additional permission. It would be nice if you give due credit to Texian in your readme file.
Thanks to Bethesda for providing the basic messhes and textures to work with, and a huge thanks to the Niftools team for Nifskope which gave us the tool to reverse engineer Bethesda's meshes and learn how to produce Animated Textures.
If you have any questions or comments send me a PM on the Elder Scrolls forum. Our ID's are:
Texian and Godhugh