Creating Animated Clouds: Difference between revisions
		
		
		
		
		
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Note: Be sure to have your faces on the model or brushwork face inwards, or add the "$nocull" 1 option to your vmt.
		
	
Kestrelguy (talk | contribs) m (added language bar and updated to apply to Src13 and later.)  | 
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{{lang|Creating Animated Clouds}}  | {{lang|Creating Animated Clouds}}  | ||
{{Tutorial Skill Level | skill=2}}  | |||
== Example models ==  | == Example models ==  | ||
[[Moving Clouds]] are a simple {{ent|prop_dynamic}} away, below are some of the models of animated clouds:  | [[Moving Clouds]] are a simple {{ent|prop_dynamic}} away, below are some of the models of animated clouds:  | ||
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[[Category:Material System]]  | [[Category:Material System]]  | ||
[[Category:Skybox]]  | [[Category:Skybox]]  | ||
Revision as of 06:16, 30 October 2024
| Skill Level
 This tutorial expects you to have this amount of knowledge within the topic to follow along smoothly.  | |||||
|---|---|---|---|---|---|
| Novice | Familiar | Competent | Proficient | Expert | |
Example models
Moving Clouds are a simple prop_dynamic away, below are some of the models of animated clouds:
Some models available in Template:Game link are:
models/props/cs_office/clouds.mdlmodels/props/de_tides/clouds.mdlmodels/props/de_port/clouds.mdl
Copying models to another Source game
Looking at Mod Content Usage, it defines that we can only use these models "if available;" therefore, it must be done via mounting the GCF/VPK. If you don't have access to code or don't wish to mount the GCF or VPK (in all games since ![]()
), you must make your own instead.
Making your own
- Create the top of a sphere as a model or brushwork. You could even do a flat surface, but its best to turn the edges downwards so its edges get covered by other things in the sky.
 - Create a cloud material and don't forget to make it transparent.
 - Animate the material using the following paramters in its VMT, where X and Y are numbers of your choice.
 
	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar"	"$baseTextureTransform"
			"texturescrollrate"	X
			"texturescrollangle"	Y
		}
	}
4. Copy the models and materials into the correct directories for your mod.
Placing the model
- Make a 3D skybox.
 - Place the model in the map as a prop_dynamic if it's a model or func_brush if it's brushwork.
 - Put the 
prop_dynamicby the center of your sky_camera in the skybox. - Be sure to make it so the entity's Shadow property is set to Off, or else it might block the sunlight in your skybox.