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
- 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.