Flowing Water
Post Reply
Quote
Re: Flowing Water
Posted by Kage_Prototype on Wed Jul 7th at 5:12pm 2004


For Half-Life, I've been trying to create a flowing stream of water (one that the player is totally submerged in, not just standing on) that pushes the player in one direction. I have a func_conveyor (not solid) and a func_water in the exact same position, to create the stream. The problem is that I can't find a good method of pushing the player. Because the func_conveyor is not solid, it won't push the player, so I have to find another way of doing it.

I've tried using a trigger_push (the same size and in the same position as the other two entities), but this only pushes the player a few metres, when I want to keep a steady flow going. I'm completely stuck here. Does anyone have any ideas on what to do? [addsig]




Quote
Re: Flowing Water
Posted by JFry on Wed Jul 7th at 5:57pm 2004


If the trigger_push is the same size as the water it should push you the entire length of it. Try resizing it or even making several different brushes for the trigger_push. Also I'd delete the func_conveyor as its not really doing anything for you. Just sounds like a glitch to me.



Quote
Re: Flowing Water
Posted by Campaignjunkie on Wed Jul 7th at 6:03pm 2004


Try putting a solid func_conveyor (might have to use a custom texture) under the non-solid func_conveyor and see if that works. Though I remember some tutorial talking about how that won't work...

But I don't think there's a workaround - in both Half-Life and Opposing Force, the water-slides were always just solid func_conveyors with a water texture on them. If there was an easy solution, Valve or Gearbox would have discovered it.

[addsig]




Quote
Re: Flowing Water
Posted by fishy on Wed Jul 7th at 7:20pm 2004


it was still as buggy as hell, but when i wanted to do the same thing, the best i could do to get the effect that you are looking for, was to make lots of thin trigger pushes in the water. i eventually gave up on it.





Quote
Re: Flowing Water
Posted by Kage_Prototype on Wed Jul 7th at 7:45pm 2004


Sorry guys, but neither worked. Thanks anyway.

/me goes to redesign map a bit [addsig]




Quote
Re: Flowing Water
Posted by Orpheus on Wed Jul 7th at 7:48pm 2004


? posted by Kage_Prototype
Sorry guys, but neither worked. Thanks anyway.

/me goes to redesign map a bit

my advice, decompile valves map that has a successful version.. see how its done.

[addsig]




Quote
Re: Flowing Water
Posted by Kage_Prototype on Wed Jul 7th at 8:14pm 2004


I honestly don't remember this even being in Half-Life. Thanks anyway. [addsig]



Quote
Re: Flowing Water
Posted by Orpheus on Wed Jul 7th at 8:27pm 2004


? posted by Kage_Prototype
I honestly don't remember this even being in Half-Life. Thanks anyway.

undertow..

[addsig]




Quote
Re: Flowing Water
Posted by Kage_Prototype on Wed Jul 7th at 8:34pm 2004


Thats just a trigger_push, which I already know doesn't seem to keep a steady flow, it just pushes you once. [addsig]



Quote
Re: Flowing Water
Posted by Orpheus on Wed Jul 7th at 8:40pm 2004


? posted by Kage_Prototype
Thats just a trigger_push, which I already know doesn't seem to keep a steady flow, it just pushes you once.

well damnit then, i know they have water that continuouesly pushes, cause i have had to endure it before..

perhaps you could place them not horizontally, but virtically thin, in this way, you will enter a whole new brush with a small movement.. as long as the pushing brush is no smaller than a player start....

| | | | | |
| | | | | |
| | | | | |
_____________> direction of flow.

[addsig]




Quote
Re: Flowing Water
Posted by Kage_Prototype on Wed Jul 7th at 9:02pm 2004


I just tried it, and the effect it gives is very unnatural. It's lke "push...slow down-push...slow down-push" and so on. Very uneven. Thanks, but I've just decided against making the player go with the flow of the stream -- the level is actually better because of it. In other, words I don't need it. Thanks anyway guys, you've been really helpful. [addsig]



Quote
Re: Flowing Water
Posted by siron on Thu Jul 8th at 3:44am 2004


i remember reading somewhere that if you use a func_conveyor the texture has to be named scrollwater1.. dunno if that helps.

on a side note, does anyone have a map decompiler that works? i have one, but it gives me some weird error.





Quote
Re: Flowing Water
Posted by Atrocity on Thu Jul 8th at 3:50am 2004


you use a texture that has scroll in front of it and it will flow, you can either make it a func_conveyer and set how fast it flows or you can cover all fo the water with a trigger_push and have the direction face the flow of the water meaning as long as they are in the area it pushes them [addsig]



Quote
Re: Flowing Water
Posted by Gorbachev on Thu Jul 8th at 4:23am 2004


The only requirement for a scrolling texture is to have lowercase "scroll" as the first 6 letters in its name. [addsig]



Quote
Re: Flowing Water
Posted by $loth on Thu Jul 8th at 7:08am 2004


? posted by siron

i remember reading somewhere that if you use a func_conveyor the texture has to be named scrollwater1.. dunno if that helps.

on a side note, does anyone have a map decompiler that works? i have one, but it gives me some weird error.

I personally dislike decompilers, simply because you are copying other peoples work, without thier permission, remake the level yourself, from scratch.

Any-whos, if you are using winbsp, i doubt any other decompiler would work, winbsp is supposebly the best.

[addsig]




Quote
Re: Flowing Water
Posted by Orpheus on Thu Jul 8th at 7:52am 2004


all decompilers produce errors.. i feel its supposed to be this way so i never complained about them myself.

its not a crime to decompile, the crime is borrowing the results.

[addsig]




Quote
Re: Flowing Water
Posted by DocRock on Thu Jul 8th at 5:54pm 2004


Easy.

Make your water. Give it rendermode texture 180. Set the angle of the texture so that it flows the way the water flows.

Underneath, make a thin func_conveyor. Give it a rendermode texture 0. Set angle you want the push to push you. Don't check not solid or no push flags.

Underneath that, make your underwater brush..dirt, rock, whatever.

Compile and see.

[addsig]




Quote
Re: Flowing Water
Posted by Gwil on Fri Jul 9th at 1:38pm 2004


? quote:

all decompilers produce errors.. i feel its supposed to be this way so i never complained about them myself.

its not a crime to decompile, the crime is borrowing the results.



^^ What Orph said - there's absolutely nothing wrong with decompiling in my eyes for research purposes (eg, find out how an effect was achieved) - you only cross the line when you actually copy sections (or the entire map, for that matter and pass it off as your own work).

If you do need to do it as well, remember to ask the author first as well if you intend copying/pasting or using an exisiting map as a base


[addsig]




Quote
Re: Flowing Water
Posted by Leperous on Mon Jul 12th at 11:56pm 2004


Do what JFry said back at the beginning, but make the push stronger. Read the waterfall tutorial I wrote, as that is how to do it, but note that if the player is standing on the floor then they won't move if the current isn't strong enough to overcome the limiting friction...





Quote
Re: Flowing Water
Posted by Kage_Prototype on Tue Jul 13th at 12:31am 2004


? quote:

Do what JFry said back at the beginning, but make the push stronger. Read the waterfall tutorial I wrote, as that is how to do it, but note that if the player is standing on the floor then they won't move if the current isn't strong enough to overcome the limiting friction...



*sigh*

I already said that wasn't happening. I have read your waterfall tutorial, and folowed it exactly. I've tried it over and over again, but it just isn't doing it - all it does is push the player a bit, it doesn't keep a steady flow. If I make the push stronger, it just pushes the player faster, but again, does not keep a steady flow, and only pushes the player a certain distance before they end up just floating in the middle of the water (read: floating i.e. not touching the floor). I don't know why, but that's what's happening. I didn't mark his answer incorrect on a whim. Besides, I have already designed this thing out of my map like I said previously.
[addsig]





Post Reply