Flowing water: Difference between revisions
Jump to navigation
Jump to search
m (→Flowing Water) |
m (→Flowing Water) |
||
| Line 5: | Line 5: | ||
#Create a .[[VMT]] file called "flow" in the same directory and paste the following inside it: | #Create a .[[VMT]] file called "flow" in the same directory and paste the following inside it: | ||
<pre> | <pre> | ||
"LightmappedGeneric" | |||
{ | { | ||
"$basetexture" "flow/river01" | "$basetexture" "flow/river01" | ||
Revision as of 18:28, 25 January 2006
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
}
}
}
- 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.
Troubleshooting and Notes
- To distribute a map using this method you must include the "river01.vtf" and "flow.vmt" files in the BSP using a program such as BSPzip.
- 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.
See Also
- Alpha channel
- Creating a Material Tutorial
- Creating Decals
- Creating Materials
- Half-Life 2 Shader Fallbacks
- Shader Types and Parameters
- Water
External Links
- Interlopers.net Waterfalls Tutorial - A similar method for creating flowing water.