Fr/Water: Difference between revisions
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==Articles== | ==Articles== | ||
*[[Adding Water:fr|Ajouté de l'eau]]: | *[[Adding Water:fr|Ajouté de l'eau]]: Placer de l'eau dans votre map. | ||
*[[Water (shader):fr|Water Shader]]: | *[[Water (shader):fr|Water Shader]]: Shader ""water"" | ||
*[[Moving Water]]: tutorial on implementing water that acts like a [[func_movelinear]] | *[[Moving Water]]: tutorial on implementing water that acts like a [[func_movelinear]] | ||
*[[Flowing Water]]: realistically flowing water that was first introduced in cs_militia | *[[Flowing Water]]: realistically flowing water that was first introduced in cs_militia | ||
== | ==Entitées== | ||
*[[water_lod_control]] | *[[water_lod_control]] | ||
*[[func_water_analog]] | *[[func_water_analog]] | ||
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==Textures== | ==Textures== | ||
Tapez <code>water</code> dans l'explorateur de texture de Hammer. | |||
==External links== | ==External links== |
Revision as of 11:13, 21 November 2008
L'eau utilise le shader le plus complexe du moteur Source : water. Il est animé (proxies), reflete (cubemap/temp réel), a du brouillard, utilise la réfractions, les normal maps. En plus de cela viens des restrictions quand à son placement et selon le type d'eau.
Ce shader existe en deux mode de qualité :
- "Expensive" water
Eau haute qualitée, mais qui demande le plus de ressources. Ce shader reflete le monde autour de lui, refracte, à du brouillard et une normal map animée à sa surface.
- "Cheap" water
Eau basse qualitée, utile pour des raisons de performances. Cette version ne reflete pas le monde.
Articles
- Ajouté de l'eau: Placer de l'eau dans votre map.
- Water Shader: Shader ""water""
- Moving Water: tutorial on implementing water that acts like a func_movelinear
- Flowing Water: realistically flowing water that was first introduced in cs_militia
Entitées
Textures
Tapez water
dans l'explorateur de texture de Hammer.
External links
- HL2 and CSS waters list illustrated reference list of all HL2 and CSS waters