Flowing water: Difference between revisions
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{{seealso|[[Moving Water]]}} | {{seealso|[[Moving Water]]}} | ||
=Flowing Water= | |||
== Flowing Water == | |||
#Use [[GCFScape]] to extract "root\cstrike\materials\models\props\CS_militia\river01.vtf" from "counter-strike source shared.gcf" | #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]]. | #Place this file in your "<game>/[[materials]]/flow" directory and then restart [[Hammer]] and/or the [[Source SDK]]. | ||
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</pre> | </pre> | ||
=Straight= | |||
== Straight == | |||
#Create your [[water]] [[geometry]] and give it a nice water [[material]]. | #Create your [[water]] [[geometry]] and give it a nice water [[material]]. | ||
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#Compile. | #Compile. | ||
=Corners & Turns= | |||
== Corners & Turns == | |||
#Create your [[water]] [[geometry]] and give it a nice water [[material]]. | #Create your [[water]] [[geometry]] and give it a nice water [[material]]. | ||
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#Compile. | #Compile. | ||
=Troubleshooting and Notes= | |||
== Troubleshooting and Notes == | |||
*To distribute a map using this method you should include the "river01.[[VTF|vtf]]" and "flow.[[VMT|vmt]]" files in the [[BSP]] using a program such as [[Using Bspzip to Embed Custom Content|Bspzip]], or distribute a .[[RES]] file with the map (zipping is more reliable). | *To distribute a map using this method you should include the "river01.[[VTF|vtf]]" and "flow.[[VMT|vmt]]" files in the [[BSP]] using a program such as [[Using Bspzip to Embed Custom Content|Bspzip]], or distribute a .[[RES]] file with the map (zipping is more reliable). | ||
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*For extra realism [[Env smokestack|particle]], [[Env splash|splash]] and [[sound]] effects will be required. The [[env_embers]] entity can be used to simulate a splash effect. | *For extra realism [[Env smokestack|particle]], [[Env splash|splash]] and [[sound]] effects will be required. The [[env_embers]] entity can be used to simulate a splash effect. | ||
==See Also== | |||
== See Also == | |||
*[[Alpha channel]] | *[[Alpha channel]] | ||
*[[Material Creation]] | |||
*[[Creating a Material]] | *[[Creating a Material]] | ||
*[[Creating Decals]] | *[[Creating Decals]] | ||
*[[Half-Life 2 Shader Fallbacks]] | *[[Half-Life 2 Shader Fallbacks]] | ||
*[[Shader Types and Parameters]] | *[[Shader Types and Parameters]] | ||
*[[Water]] | *[[Water]] | ||
==External Links== | |||
== External Links == | |||
* Creating [http://www.sdknuts.com/tutorials/wiseMaterialScroll.asp Scrolling materials] | * Creating [http://www.sdknuts.com/tutorials/wiseMaterialScroll.asp Scrolling materials] | ||
*[http://forum.interlopers.net/viewtopic.php?t=1799 Interlopers.net Waterfalls Tutorial] - A similar method for creating flowing water. | *[http://forum.interlopers.net/viewtopic.php?t=1799 Interlopers.net Waterfalls Tutorial] - A similar method for creating flowing water. | ||
[[Category: Level Design Tutorials]] |
Revision as of 17:39, 29 August 2007
See also: Moving Water
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 } } }
Straight
- 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.
Corners & Turns
- 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.
- Cut this copy into shapes of the correct dimensions for sewing ( 64 x 128 x 256 512 x 1024 x 2048 x etc depending how wide your river is go to the nearest value).
- Texture the surface of this new geometry in the new "flow" material (we will call this textured face "face x").
- Using the "Texture Application Box" make the top "face x" a displacement (the higher the power, the more power you have to pinpoint turns).
- Use "Paint Geometry" with the axis set to either X or Y axis and move the edges of the water flow to match up with the original waters boarder/containment.
- Make use of the "sew" tool to keep all the flowing-water displacements connected. Make sure when you are finished the geometry of the water-flow, to align the texture on each of the cuts so it flows correctly and consistent with the flowing animation.
- Compile.
Troubleshooting and Notes
- To distribute a map using this method you should include the "river01.vtf" and "flow.vmt" files in the BSP using a program such as Bspzip, or distribute a .RES file with the map (zipping is more reliable).
- 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. The env_embers entity can be used to simulate a splash effect.
See Also
- Alpha channel
- Material Creation
- Creating a Material
- Creating Decals
- Half-Life 2 Shader Fallbacks
- Shader Types and Parameters
- Water
External Links
- Creating Scrolling materials
- Interlopers.net Waterfalls Tutorial - A similar method for creating flowing water.