Creating a Waterfall Material: Difference between revisions
Biohazard 90 (talk | contribs) (Please don't post a conversation in the actual article; especially if the result is that there was no issue to begin with - (Undo revision 142446)) |
DarK St3alth (talk | contribs) (Added the error section and the notice about downloading the sample map to see the result of the the texture.) |
||
Line 19: | Line 19: | ||
== The Material == | == The Material == | ||
=== Some Errors === | |||
If your image looks like [http://img145.imageshack.us/img145/451/waterfalltex.png] then it has the possibility of not working. | |||
If your image when compiled and shown in game has squares in it, follow the thought below. | |||
In VTFEdit, Xuxa and DarK_St3alth found out, you need to check the image flags. It could cause your image not to work... | |||
11:09 AM - DarK_St3alth[S3G]: if you open your base image<br> | |||
11:09 AM - DarK_St3alth[S3G]: are there any flags checked?<br> | |||
11:10 AM - Xuxa: open the vtf or the tga?<br> | |||
11:10 AM - DarK_St3alth[S3G]: the vtf<br> | |||
11:10 AM - DarK_St3alth[S3G]: in vtfedit<br> | |||
11:10 AM - Xuxa: no mipmap, lod, 8bit alpha<br> | |||
11:10 AM - Xuxa: those are the ones checked<br> | |||
'''11:10 AM - DarK_St3alth[S3G]: ah..'''<br> | |||
'''11:10 AM - DarK_St3alth[S3G]: I have none...'''<br> | |||
{{bug|However, it seems that it's a weird bug since when the flags were added back, it still worked...}} | |||
'''11:19 AM - Xuxa: i dont get it, its not bugging again'''<br> | |||
11:19 AM - Xuxa: :/<br> | |||
11:19 AM - DarK_St3alth[S3G]: What!<br> | |||
11:19 AM - DarK_St3alth[S3G]: ><<br> | |||
11:22 AM - Xuxa: yeah<br> | |||
'''11:22 AM - Xuxa: even tried to delete the vtf'''<br> | |||
11:22 AM - Xuxa: and re-save<br> | |||
11:22 AM - DarK_St3alth[S3G]: worked...<br> | |||
11:22 AM - DarK_St3alth[S3G]: wow<br> | |||
11:22 AM - Xuxa: worked with the flags | |||
We were unable to determine the problem, even when working from EP2 to TF2. | |||
=== The basic Material === | === The basic Material === | ||
At first you have to create a material file(vmt) and name it something like waterfall.vmt. | At first you have to create a material file(vmt) and name it something like waterfall.vmt. | ||
Line 83: | Line 118: | ||
Download a sample of the finished texture. http://s3g.brainnerd.com/forum/index.php/topic,142.0.html | Download a sample of the finished texture. http://s3g.brainnerd.com/forum/index.php/topic,142.0.html | ||
<br> | |||
You can also download a sample map that uses the textures from the same site. | |||
[[Image:Waterfall-Screenshot.jpg|thumb|500px|left|alt=Image of waterfall.|Waterfall texture sample.]][[Image:Waterfall-Screenshot2.jpg|thumb|500px|center|alt=Image of waterfall.|Another waterfall texture sample.]] | [[Image:Waterfall-Screenshot.jpg|thumb|500px|left|alt=Image of waterfall.|Waterfall texture sample.]][[Image:Waterfall-Screenshot2.jpg|thumb|500px|center|alt=Image of waterfall.|Another waterfall texture sample.]] |
Revision as of 11:49, 4 February 2011
This is a Tutorial to create a Waterfall material. It will scroll downward and refract the image behind it.
The bump map
For a waterfall you need a Normalmap which Refracts the light so that the things behind it gets distorted. I used The_GIMP for this Tutorial.
- Make a new Image with a maximum size of 1024x1024, I used a size of 512x512 pixels.
- We create now a solid Noise so you go to Filters → Render → Clouds → Solid noise. Set:
- x to 16.0(the highest possible)
- y to between 1.0 and 3.0
- Detail to 15(highest possible)
- Finally, you must check the Tileable box to make it seamless.
- Save your file as TGA and open it with VTFEdit.
- Check the texture config dialogue's Generate Normal map box and set:
- Filter to 4 Sample
- Height Source to Average RGB
- Scale to 9.0
- Normal Format and Alpha Format to RGBA8888.
- Save this bump map in a folder like "nature/" in your mod materials folder or game materials folder and give it a name like "waterfall_n.vtf".
The Material
Some Errors
If your image looks like [1] then it has the possibility of not working. If your image when compiled and shown in game has squares in it, follow the thought below.
In VTFEdit, Xuxa and DarK_St3alth found out, you need to check the image flags. It could cause your image not to work...
11:09 AM - DarK_St3alth[S3G]: if you open your base image
11:09 AM - DarK_St3alth[S3G]: are there any flags checked?
11:10 AM - Xuxa: open the vtf or the tga?
11:10 AM - DarK_St3alth[S3G]: the vtf
11:10 AM - DarK_St3alth[S3G]: in vtfedit
11:10 AM - Xuxa: no mipmap, lod, 8bit alpha
11:10 AM - Xuxa: those are the ones checked
11:10 AM - DarK_St3alth[S3G]: ah..
11:10 AM - DarK_St3alth[S3G]: I have none...

11:19 AM - Xuxa: i dont get it, its not bugging again
11:19 AM - Xuxa: :/
11:19 AM - DarK_St3alth[S3G]: What!
11:19 AM - DarK_St3alth[S3G]: ><
11:22 AM - Xuxa: yeah
11:22 AM - Xuxa: even tried to delete the vtf
11:22 AM - Xuxa: and re-save
11:22 AM - DarK_St3alth[S3G]: worked...
11:22 AM - DarK_St3alth[S3G]: wow
11:22 AM - Xuxa: worked with the flags
We were unable to determine the problem, even when working from EP2 to TF2.
The basic Material
At first you have to create a material file(vmt) and name it something like waterfall.vmt.
Side Note: Vmt files need to have the same name as the texture you created. I named all of my files the same name: "waterfall.vtf", "waterfall.vmt", "waterfall_n.vtf".
In the material file you should use the Refract shader:
Refract { }
Side Note: Since we are using "refract" not "lightmappedgeneric" we don't need a $basetexture for this vmt file (or shader).
That is now the base of our Material. Now we add the Normalmap with $normalmap and the path to it like "nature/waterfall_n".
For the right refraction amount we add $refractamount with a value between 0 and 1 like 0.08.
Refract { $normalmap nature/waterfall_n $refractamount .08 }
See Refract for more commands you'll want to use.
Scroll animation
When you use your material in a map you should see that the refraction looks frozen, so you must add a "Scrolling" effect.
We can do this with an animated texture, or for the easier way we can add the TextureScroll material proxy:
Proxies { TextureScroll { texturescrollvar $bumpTransform texturescrollrate 1.3 texturescrollangle 270.00 } }
So now the whole vmt should look like this
Refract { $normalmap nature/waterfall_n $refractamount .08 Proxies { TextureScroll { texturescrollvar $bumpTransform texturescrollrate 1.3 texturescrollangle 270.00 } } }
Final Product
Download a sample of the finished texture. http://s3g.brainnerd.com/forum/index.php/topic,142.0.html
You can also download a sample map that uses the textures from the same site.