CSS/Animated Clouds: Difference between revisions

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m (Legal upgrade, plus creation instructions.)
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== Finding The Model ==
== Finding the model ==
[[Moving Clouds]] are a simple [[prop_dynamic]] away
[[Moving Clouds]] are a simple [[prop_dynamic]] away, below are some of the models you can use


Some models available in [[CS:S]] are:
Some models available in [[CS:S]] are:
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* <code>models/props/de_tides/clouds.mdl</code>
* <code>models/props/de_tides/clouds.mdl</code>
* <code>models/props/de_port/clouds.mdl</code>
* <code>models/props/de_port/clouds.mdl</code>
=== Copying these models to another Source game ===
See [[Mod Content Usage]]
#Start [[GCFScape]] and open <code>Counter Strike Source Shared.gcf</code>.
#Navigate to <code>models/props/cs_office</code> and extract all clouds files you find.
#Navigate to <code>materials/models/props/cs_office</code> and extract all clouds files you find.
#Place the models in <code>models/props/cs_office</code> in <code>Half-Life 2/hl2</code> folder and place the materials in <code>materials/models/props/cs_office</code>
#Restart Hammer and you will find the model in the list


== Placing The Model ==
=== Copying models to another Source game ===
Looking at [[Mod Content Usage]] it defines that we can only use these models "if availbile"; therefore, it must be done via [[Mounting_Other_Content|mounting the GCF]]. If you don't have access to code or don't wish to mount the [[GCF]] you must make your own instead.


== Making your own ==
# Create the top of a shpere as a [[Model_Creation_Overview|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_Creation|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.
<pre>
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" X
"texturescrollangle" Y
}
}
</pre>
4. Copy the models and materials into the correct directories for your mod.
{{note| Be sure to have your faces on the model or brushwork face inwards, or add the "$nocull" 1 option to your vmt.}}
== Placing the model ==
# Make a [[3D_Skybox|3D skybox]]
# Make a [[3D_Skybox|3D skybox]]
# Place the model in the map as a [[prop_dynamic]]
# Place the model in the map as a [[prop_dynamic]] or [[func_illusionary]] if its brushwork
# Put the prop_dynamic by the center of your [[sky_camera]] in the skybox.
# Put the prop_dynamic by the center of your [[sky_camera]] in the skybox.
# Be sure to make it so the entities Shadow Property is set to Off else it might block the sunlight in your skybox.
{{envart}}
{{envart}}
[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Skybox]]
[[Category:Skybox]]

Revision as of 12:19, 14 October 2007

Finding the model

Moving Clouds are a simple prop_dynamic away, below are some of the models you can use

Some models available in CS:S are:

  • models/props/cs_office/clouds.mdl
  • models/props/de_tides/clouds.mdl
  • models/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 availbile"; therefore, it must be done via mounting the GCF. If you don't have access to code or don't wish to mount the GCF you must make your own instead.

Making your own

  1. Create the top of a shpere 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.
  2. Create a cloud material and don't forget to make it transparent.
  3. 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.

Note.pngNote: Be sure to have your faces on the model or brushwork face inwards, or add the "$nocull" 1 option to your vmt.

Placing the model

  1. Make a 3D skybox
  2. Place the model in the map as a prop_dynamic or func_illusionary if its brushwork
  3. Put the prop_dynamic by the center of your sky_camera in the skybox.
  4. Be sure to make it so the entities Shadow Property is set to Off else it might block the sunlight in your skybox.
Environment articles:
Skies and environment maps Source Source: Skybox (2D)Skybox (3D)HDR SkiesSkybox with TerragenSkybox with Terragen - AdvancedList of skies


Source 2 Source 2: Skybox (3D)

Terrain and displacement mapping DisplacementsCreating Holes in DisplacementsDigital Elevation ModelsCreating custom terrain with Worldmachine