CSS/Animated Clouds: Difference between revisions
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== 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 [[ | # Place the model in the map as a [[prop_dynamic]] or [[func_brush]] 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. | # Be sure to make it so the entities Shadow Property is set to Off else it might block the sunlight in your skybox. |
Revision as of 12:38, 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_brush 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: | |
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Skies and environment maps | ![]() |
Terrain and displacement mapping | Displacements • Creating Holes in Displacements • Digital Elevation Models • Creating custom terrain with Worldmachine |