CSS/Animated Clouds: Difference between revisions

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* <code>models/props/de_tides/clouds.mdl</code>
* <code>models/props/de_tides/clouds.mdl</code>
* <code>models/props/de_port/clouds.mdl</code>
* <code>models/props/de_port/clouds.mdl</code>
=== Copying models to another Source game ===
Looking at [[Mod Content Usage]] it defines that we can only use these models "if available"; therefore, it must be done via [[Mounting_Other_Content|mounting the GCF]]. If you don't have access to code or don't wish to mount the [[GCF]] you must make your own instead.
== Making your own ==
# Create the top of a sphere as a [[Model_Creation_Overview|model]] or brushwork. You could even do a flat surface, but its best to turn the edges downwards so its edges get covered by other things in the sky.
# Create a cloud [[Material_Creation|material]] and don't forget to make it transparent.
# Animate the material using the following paramters in its [[VMT]], where X and Y are numbers of your choice.
<pre>
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" X
"texturescrollangle" Y
}
}
</pre>
4. Copy the models and materials into the correct directories for your mod.
{{note| Be sure to have your faces on the model or brushwork face inwards, or add the "$nocull" 1 option to your vmt.}}


== Placing the model ==
== Placing the model ==
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# Be sure to make it so the entities Shadow Property is set to Off else it might block the sunlight in your skybox.
# Be sure to make it so the entities Shadow Property is set to Off else it might block the sunlight in your skybox.


{{envart}}
== See Also ==
* [[Creating Animated Clouds]]
 
[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Skybox]]
[[Category:Skybox]]

Revision as of 16:09, 23 March 2009

Finding the model

Moving Clouds are a simple prop_dynamic away, below are some of the models you can use

Some models available in CS:S are:

  • models/props/cs_office/clouds.mdl
  • models/props/de_tides/clouds.mdl
  • models/props/de_port/clouds.mdl

Placing the model

  1. Make a 3D skybox
  2. Place the model in the map as a prop_dynamic or func_brush if its brushwork
  3. Put the prop_dynamic by the center of your sky_camera in the skybox.
  4. Be sure to make it so the entities Shadow Property is set to Off else it might block the sunlight in your skybox.

See Also