Flowing water: Difference between revisions
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=Straight= | |||
#Create your [[water]] [[geometry]] and give it a nice water [[material]]. | #Create your [[water]] [[geometry]] and give it a nice water [[material]]. | ||
#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. | ||
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#Compile. | #Compile. | ||
=Corners & Turns= | |||
#Create your [[water]] [[geometry]] and give it a nice water [[material]]. | |||
#Copy all of your water geometry and place this copy one unit above and away from the original geometry. | |||
#Cut this copy into shapes of the correct dimensions for sewing ( 64 x 128 x 256 512 x 1024 x 2048 x etc depending how wide your river is go to the nearest value). | |||
#Texture the surface of this new geometry in the new "flow" material (we will call this textured face "face x"). | |||
#Using the "Texture Application Box" make the top "face x" a displacement (the higher the power, the more power you have to pinpoint turns). | |||
#Use "Paint Geometry" with the axis set to either X or Y axis and move the edges of the water flow to match up with the original waters boarder/containment. | |||
#Make use of the "sew" tool to keep all the flowing-water displacements connected. Make sure when you are finished the geometry of the water-flow, to align the texture on each of the cuts so it flows correctly and consistent with the flowing animation. | |||
#Compile. | |||
=Troubleshooting and Notes= | =Troubleshooting and Notes= | ||
Revision as of 07:16, 7 November 2006
See also: Moving Water
Flowing Water
- Use GCFScape to extract "root\cstrike\materials\models\props\CS_militia\river01.vtf" from "counter-strike source shared.gcf"
- 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:
"LightmappedGeneric" { "$basetexture" "flow/river01" "$translucent" 1 "$nocull" 1 "$decal" 1 "Proxies" { "TextureScroll" { "texturescrollvar" "$baseTextureTransform" "texturescrollrate" .15 "texturescrollangle" 270.00 } } }
Straight
- Create your water geometry and give it a nice water material.
- 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.
- Adjust the scale and shift to conform with the edges of the water.
- Compile.
Corners & Turns
- Create your water geometry and give it a nice water material.
- Copy all of your water geometry and place this copy one unit above and away from the original geometry.
- Cut this copy into shapes of the correct dimensions for sewing ( 64 x 128 x 256 512 x 1024 x 2048 x etc depending how wide your river is go to the nearest value).
- Texture the surface of this new geometry in the new "flow" material (we will call this textured face "face x").
- Using the "Texture Application Box" make the top "face x" a displacement (the higher the power, the more power you have to pinpoint turns).
- Use "Paint Geometry" with the axis set to either X or Y axis and move the edges of the water flow to match up with the original waters boarder/containment.
- Make use of the "sew" tool to keep all the flowing-water displacements connected. Make sure when you are finished the geometry of the water-flow, to align the texture on each of the cuts so it flows correctly and consistent with the flowing animation.
- Compile.
Troubleshooting and Notes
- To distribute a map using this method you should include the "river01.vtf" and "flow.vmt" files in the BSP using a program such as Bspzip, or distribute a .RES file with the map (zipping is more reliable).
- 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. The env_embers entity can be used to simulate a splash effect.
See Also
- Alpha channel
- Creating a Material
- Creating Decals
- Creating Materials
- Half-Life 2 Shader Fallbacks
- Shader Types and Parameters
- Water
External Links
- Creating Scrolling materials
- Interlopers.net Waterfalls Tutorial - A similar method for creating flowing water.