Flowing water: Difference between revisions

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=Flowing Water=
=Flowing Water=
#Use [[GCFScape]] to extract "root\cstrike\materials\models\props\CS_militia\river01.vtf" from "counter-strike source shared.gcf"
#Use [[GCFScape]] to extract "root\cstrike\materials\models\props\CS_militia\river01.vtf" from "counter-strike source shared.gcf"
#Create a .[[VMT]] file called "flow" and paste the following inside it:
#Place this file in your "<game>/[[materials]]/flow" directory and then restart [[Hammer]] and/or the [[Source SDK]].
#Create a .[[VMT]] file called "flow" in the same directory and paste the following inside it:
<pre>
<pre>
UnLitGeneric
UnLitGeneric
{
{
"$basetexture" "river01"
"$basetexture" "flow/river01"
"$translucent" "1"
"$translucent" 1
"$nocull" "1"
"$nocull" 1
     "$decal" 1
     "$decal" 1
 
 
 
 
 


"Proxies"
"Proxies"
{
{
"TextureScroll"
"TextureScroll"
{
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" .15
"texturescrollrate" .15
"texturescrollangle" 270.00
"texturescrollangle" 270.00
}
}
}
}
}
}
</pre>
</pre>
#Place both of these files in your "<game>/[[materials]]" directory and then restart [[Hammer]] and/or the [[SourceSDK]].
#Create your [[water]] [[geometry]] and give it a nice water [[material]].
#Create your [[water]] [[geometry]] and give it a nice water [[texture]].
#Copy all of your water geometry and place this copy one unit above and away from the original geometry.
#[[Copy]] all of your water geometry and place this copy one [[unit]] above and away from the original geometry.
#Texture the surface of this new geometry in the new "flow" material.
#Texture the surface of this new geometry in the new "flow" material.
#Adjust the [[scale]] and [[shift]] to conform with the edges of the water.
#Adjust the scale and shift to conform with the edges of the water.
#Compile.
#Compile.



Revision as of 18:27, 25 January 2006

Flowing Water

  1. Use GCFScape to extract "root\cstrike\materials\models\props\CS_militia\river01.vtf" from "counter-strike source shared.gcf"
  2. Place this file in your "<game>/materials/flow" directory and then restart Hammer and/or the Source SDK.
  3. Create a .VMT file called "flow" in the same directory and paste the following inside it:
UnLitGeneric
{
	"$basetexture"	"flow/river01"
	"$translucent"	1
	"$nocull"	1
    	"$decal"	1

	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar" "$baseTextureTransform"
			"texturescrollrate" .15
			"texturescrollangle" 270.00
		}
	}
}
  1. Create your water geometry and give it a nice water material.
  2. Copy all of your water geometry and place this copy one unit above and away from the original geometry.
  3. Texture the surface of this new geometry in the new "flow" material.
  4. Adjust the scale and shift to conform with the edges of the water.
  5. Compile.

Troubleshooting and Notes

  • To distribute a map using this method you must include the "river01.vtf" and "flow.vmt" files in the BSP using a program such as BSPzip.
  • If the water appears to be flowing the wrong way, or upstream, set the texture's rotation to 180.
  • For extra realism particle, splash and sound effects will be required.

See Also

External Links