Creating Animated Clouds
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Note: Be sure to have your faces on the model or brushwork face inwards, or add the "$nocull" 1 option to your vmt.
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Skill Level
This tutorial expects you to have this amount of knowledge within the topic to follow along smoothly. | |||||
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Novice | Familiar | Competent | Proficient | Expert |
Example models
Moving Clouds are a simple prop_dynamic away, below are some of the models of animated clouds:
Some models available in Counter-Strike: Source are:
models/props/cs_office/clouds.mdl
models/props/de_tides/clouds.mdl
models/props/de_port/clouds.mdl
Copying models to another Source game
Looking at Mod Content Usage, it defines that we can only use these models "if available;" therefore, it must be done via mounting the GCF/VPK. If you don't have access to code or don't wish to mount the GCF or VPK (in all games since ), you must make your own instead.
Making your own
- Create the top of a sphere as a model or brushwork. You could even do a flat surface, but its best to turn the edges downwards so its edges get covered by other things in the sky.
- Create a cloud material and don't forget to make it transparent.
- Animate the material using the following paramters in its VMT, where X and Y are numbers of your choice.
"Proxies" { "TextureScroll" { "texturescrollvar" "$baseTextureTransform" "texturescrollrate" X "texturescrollangle" Y } }
4. Copy the models and materials into the correct directories for your mod.
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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_dynamic
by 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.