CSS/Animated Clouds: Difference between revisions
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== Finding | == Finding the model == | ||
[[Moving Clouds]] are a simple [[prop_dynamic]] away | [[Moving Clouds]] are a simple [[prop_dynamic]] away, below are some of the models you can use | ||
Some models available in [[CS:S]] are: | Some models available in [[CS:S]] are: | ||
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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 availbile"; 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 shpere 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 == | |||
# Make a [[3D_Skybox|3D skybox]] | # Make a [[3D_Skybox|3D skybox]] | ||
# Place the model in the map as a [[prop_dynamic]] | # Place the model in the map as a [[prop_dynamic]] or [[func_illusionary]] if its brushwork | ||
# Put the prop_dynamic by the center of your [[sky_camera]] in the skybox. | # Put the prop_dynamic by the center of your [[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. | |||
{{envart}} | {{envart}} | ||
[[Category:Tutorials]] | [[Category:Tutorials]] | ||
[[Category:Skybox]] | [[Category:Skybox]] |
Revision as of 12:19, 14 October 2007
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
Copying models to another Source game
Looking at Mod Content Usage it defines that we can only use these models "if availbile"; therefore, it must be done via 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 shpere 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.
- Create a cloud 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.
"Proxies" { "TextureScroll" { "texturescrollvar" "$baseTextureTransform" "texturescrollrate" X "texturescrollangle" Y } }
4. Copy the models and materials into the correct directories for your mod.

Placing the model
- Make a 3D skybox
- Place the model in the map as a prop_dynamic or func_illusionary if its brushwork
- Put the prop_dynamic by the center of your 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.
Environment articles: | |
---|---|
Skies and environment maps | ![]() |
Terrain and displacement mapping | Displacements • Creating Holes in Displacements • Digital Elevation Models • Creating custom terrain with Worldmachine |