Moving Clouds: Difference between revisions
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Now you got your model, so make a 3d skybox, and place the model in it as a [[prop_dynamic]]. Put the [[prop_dynamic]] by the center of your [[sky_camera]] in the skybox. Resize your 3d skybox if you have to, but its cooler to see all the cloud model. Compile and you're done! | Now you got your model, so make a 3d skybox, and place the model in it as a [[prop_dynamic]]. Put the [[prop_dynamic]] by the center of your [[sky_camera]] in the skybox. Resize your 3d skybox if you have to, but its cooler to see all the cloud model. Compile and you're done! | ||
{{envart}} | |||
[[Category:Level Design]] | [[Category:Level Design]] |
Revision as of 17:59, 10 January 2006
Finding The Model
Moving Clouds are a simple prop_dynamic away
The models available in CS:S are:
- props/cs_office/clouds
- props/de_tides/clouds
- props/de_port/clouds
And some others
- So if you want theses clouds in an HL2 map, download GCFScape.
- Open Counter Strike Source Shared.gcf.
- Navigate to models/props/cs_office and extract all clouds files you find.
- Navigate to materials/models/props/cs_office and Extract all clouds files you find.
- Place the models in models/props/cs_office in hl2 folder and place the materials in materials/models/props/cs_office
- Restart Hammer (if it is running) and you will find the model in the list
Placing The Model
Now you got your model, so make a 3d skybox, and place the model in it as a prop_dynamic. Put the prop_dynamic by the center of your sky_camera in the skybox. Resize your 3d skybox if you have to, but its cooler to see all the cloud model. Compile and you're done!
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 |