Creating Animated Clouds: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (added language bar and updated to apply to Src13 and later.)
Line 1: Line 1:
{{lang|Creating Animated Clouds}}
== Example models ==
== Example models ==
[[Moving Clouds]] are a simple [[prop_dynamic]] away, below are some of the models of animated clouds:
[[Moving Clouds]] are a simple {{ent|prop_dynamic}} away, below are some of the models of animated clouds:


Some models available in [[CS:S]] are:
Some models available in {{game link|Counter-Strike: Source}} are:
* <code>models/props/cs_office/clouds.mdl</code>
* <code>models/props/cs_office/clouds.mdl</code>
* <code>models/props/de_tides/clouds.mdl</code>
* <code>models/props/de_tides/clouds.mdl</code>
Line 8: Line 9:


=== Copying models to another Source game ===
=== 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.
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/VPK]]. If you don't have access to code or don't wish to mount the [[GCF]] or [[VPK]] {{since|{{Src13}}{{l4d}}}}, you must make your own instead.


== Making your own ==
== Making your own ==
Line 29: Line 30:


== Placing the model ==
== Placing the model ==
# Make a [[3D_Skybox|3D skybox]]
# Make a [[3D Skybox|3D skybox]].
# Place the model in the map as a [[prop_dynamic]] or [[func_brush]] if its brushwork
# Place the model in the map as a {{ent|prop_dynamic}} if it's a model or {{ent|func_brush}} if it's brushwork.
# Put the prop_dynamic by the center of your [[sky_camera]] in the skybox.
# Put the <code>prop_dynamic</code> by the center of your {{ent|sky_camera}} in the skybox.
# 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 entity's Shadow property is set to Off, or else it might block the sunlight in your skybox.


[[Category:Material System]]
[[Category:Material System]]
[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Skybox]]
[[Category:Skybox]]

Revision as of 09:21, 19 April 2022

English (en)Translate (Translate)

Example models

Moving Clouds are a simple prop_dynamic away, below are some of the models of animated clouds:

Some models available in Counter-Strike: Source Counter-Strike: Source are:

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

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 the GCF/VPK. If you don't have access to code or don't wish to mount the GCF or VPK (in all games since Source 2013Left 4 Dead), you must make your own instead.

Making your own

  1. Create the top of a sphere as a 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.
  2. Create a cloud material and don't forget to make it transparent.
  3. Animate the material using the following paramters in its VMT, where X and Y are numbers of your choice.
	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar"	"$baseTextureTransform"
			"texturescrollrate"	X
			"texturescrollangle"	Y
		}
	}

4. Copy the models and materials into the correct directories for your mod.

Note.pngNote: 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

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