Talk:Creating a Waterfall Material

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This tutorials is a waste of space. It does not give the desired results. Atleast not by doing it this way! The tutorial needs more detail, it doesn't explain well at all. Should be remade or deleted! --Craziestdan

what gone wrong? --Pfannkuchen 15:42, 23 Aug 2008 (PDT)
Well firstly, it isn't explained good enough for a newby with this type of thing. Tutorials should be made with noobs in mind. For instance, i don't know how to create a animated texture scroll material, which is just why im looking at this tut. But im reading it and am very unfamiliar. So secondly, i did what he said for the GIMP part, but it never worked. So i just created a normal map with another tool. I made the vmt fine, but the problem is, the texture. Ingame it just shows up purple/black checkered. This tut doesn;t say what texture you need. Because the image on the page is not a normal map, but it says we need a normal map. So whats the image on the page actualy for?! So i just saved that image, and turned it into a normal map. And used that normal map as the waterfall_n texture. And this never worked. So i dont know what im doing wrong, because he doesn't explain well. If you know what i did wrong by what i just said, please tell me. Because i really want to get this texure scrolling working ;) --Craziestdan
There's some other tutorials here and here that might help. Make sure you keep a look out for this though, it could cause problems.--brandished 22:04, 23 Aug 2008 (PDT)

I don't know but when i make the noise Texture it works fine, you should get a grey noise. I wrote that i made the Normalmap with VTFedit and not with Gimp. It's clearly wrote down how to make the scroll animation with the Proxie;

Proxies
{
	TextureScroll
	{
		texturescrollvar $bumpTransform
		texturescrollrate 1.3
		texturescrollangle 270.00
	}
}

With:

  • texturescrollvar you specify the target that will be animated
  • texturescrollrate you specify the speed of the scroll animation
  • texturescrollangle you specify the moving direction like here downwarts

And it's Black/Purple checkered because you must set the brush to a func_reflective_glass entity. Someone cleaned up my tutorial and deleted the normalmap image, so i should add again? --Pfannkuchen 05:32, 24 Aug 2008 (PDT)

Ok, i did it into a func reflective glass, but it is still purple/black, and it is even purple black checkered in hammer. Did you do the vmt properly? Because that vmt you posted doesn't even have the " " marks for each command. Should'nt it have those quote marks? .... Edit: Wait! ;) actually i does work, it was purple in hammer, but when i tested ingame it was fine. And wow this is awsome :D now thankyou very much for this tutorial, and sorry for the bad commments :p after all it was my fault :D thanks.--Craziestdan 07:00, 24 Aug 2008 (PDT)

"LightmappedReflective" Only works for orange Box, not CSS. Anarkia 07/12/08.

LightMappedReflective w/ Water?

Someone using this tutorial had problems getting func_reflective_glass to work in the same scene as a reflective water texture. Is this LightMappedReflective or func_reflective_glass incompatible with a water brush in the same PVS? The reflective properties may need to be ditched if that's true; compatibility with water seems like something that would be crucial for a waterfall. --Demented 23:49, 28 August 2009 (UTC)

yes, unfortunately it's true. --Pfannkuchen 13:56, 20 October 2009 (UTC)

edits of DarK St3alth

I'm pretty sure the flags he listed would not interfere with the final result; I don't think this should be added to the article, the issue he had/has trouble with lies somewhere else. --Biohazard 19:08, 4 February 2011 (UTC)

Yea, that's what I thought and it turns out there was a bug with something unknown to me or the person I was helping. Once I instructed them to remove the flag, it worked somehow. ><
When they set the flags back to what they were, it still worked. We were unable to determine what it truly was... DarK St3alth 20:51, 4 February 2011 (UTC)