Flowing water: Difference between revisions

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*To distribute a map using this method you must include the "river01.[[VTF|vtf]]" and "flow.[[VMT|vmt]]" files in the [[BSP]] using a program such as [[BSPzip]].
*To distribute a map using this method you must include the "river01.[[VTF|vtf]]" and "flow.[[VMT|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.
*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.
*For extra realism [[Env smokestack|particle]], [[Env splash|splash]] and [[sound]] effects will be required.


==See Also==
==See Also==

Revision as of 10:23, 27 January 2006

Flowing Water

  1. Use GCFScape to extract "root\cstrike\materials\models\props\CS_militia\river01.vtf" from "counter-strike source shared.gcf"
  2. Place this file in your "<game>/materials/flow" directory and then restart Hammer and/or the Source SDK.
  3. 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
		}
	}
}
  1. Create your water geometry and give it a nice water material.
  2. Copy all of your water geometry and place this copy one unit above and away from the original geometry.
  3. Texture the surface of this new geometry in the new "flow" material.
  4. Adjust the scale and shift to conform with the edges of the water.
  5. 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

External Links