I didn't remove any I think. I just made some stuff invisible with the help of alpha layers.
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So? How do you like my swamp?
// Screwface : For Lagoon color mod
if(pchar.location != "" && Pchar.location != "error")
{
if(findlocation(Pchar.location)>0)
{
ref loc = &locations[findlocation(Pchar.location)];
if(loc.environment.sea == "true" && wRain<75 && aCurWeather.id == "Blue Sky")
{
if(loc.type == "seashore")
{
Sea.GF3.WaterColor = argb(0,124,202,215);
Sea.GF3.SkyColor = argb(0,109,185,240);
Sea.WaterAttenuation = 0.3;
}
if(ownDeckStarted() && Locations[FindLocation(GetCharacterShipLocation(Pchar))].type == "seashore")
{
Sea.GF3.WaterColor = argb(0,124,202,215);
Sea.GF3.SkyColor = argb(0,109,185,240);
Sea.WaterAttenuation = 0.3;
}
}
// PB: Swamps -->
if(CheckAttribute(loc, "environment.swamp") && loc.environment.swamp == "true")
{
Sea.GF3.WaterColor = argb(0,160,116,33);
Sea.GF3.SkyColor = argb(0,179,187,6);
}
// PB: Swamps <--
}
// PB: Swamps -->
Locations[n].environment.sea = "true";
Locations[n].environment.swamp = "true";
Locations[n].MaxSeaHeight = 0.2; // screwface
// PB: Swamps <--
Now that looks pretty good! I can easily see that being transformed into Singapore...See attached for a more reasonable-looking flooded Isla Muelle town location for use as Singapore.
If I raise the locationa bit less, the characters will go swimming on the lower level, which would work well with what's seen in the movie.
We just need someone to retexture the location to something more darker and oriental
and see if we can stick the Asian-looking store from AoP in there somewhere to give a more Eastern atmosphere.
And then we'll to place some Chinese characters there to walk around and it'll give a Singaporean impression in the end!
I just need some help, because I can't and won't do it all.
THROUGH them?! That's no good. Isn't there a way around that? (excuse the punI reckon we could stick some ship locators in there, yes.
That'll be fun; you could swim around those boats then and quite possibly through them.