waterfall texture
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Re: waterfall texture
Posted by DarkSeraph on Sun Feb 27th at 7:55pm 2005


HL2 needs a waterfall texture. Most of the current ideas look quite poor, with standing water and steam, or rotating objects. We need a scrolling texture. Whoever makes it would get a lot of credit in a LOT of maps.
If you're any good at making textures, PLEASE take on this task.
Thank you in advance.
[addsig]




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Re: waterfall texture
Posted by Gwil on Sun Feb 27th at 8:04pm 2005


Scrolling water won't work in HL2, not until the code has been added or edited to make it work.

The Valve team haven't included it because their efforts were chanelled into making realistic standing water, which won't work with scroll textures - which, as far as i'm aware don't exist in HL2 anyway.

Either way waterfalls don't fit into the HL2 setting anyway, as the Combine are draining the seas and the oceans for their own purposes. [addsig]




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Re: waterfall texture
Posted by DarkSeraph on Sun Feb 27th at 8:20pm 2005


ok, so as not to ruin the storyline of HL2, i'm making a CSS map, in which we still have all our water
[addsig]




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Re: waterfall texture
Posted by Gwil on Sun Feb 27th at 8:21pm 2005


You still won't be able to have scrolling water - it simply isn't supported by the engine. [addsig]



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Re: waterfall texture
Posted by DarkSeraph on Sun Feb 27th at 8:24pm 2005


hmm, doing a little research... an animated texture wouldn't work? one that you create to scroll with files, one per frame and then specify in $startframe (integer) and $endframe (integer)?

if you create it so it LOOKS like its scrolling vertically, would it not in game?
[addsig]




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Re: waterfall texture
Posted by Gwil on Sun Feb 27th at 8:26pm 2005


It wouldn't look like water though, nor would it function as water. It would be closer to the HL1 waterfall effects.

This debate has been done to death - waterfalls just aren't possible, at least not without a lot of hassle and extra coding. And if it does need extra coding, your map won't be popular because it's unsupported by standard CS:S.

Seriously, you are much better off just axing the waterfall idea from your map. [addsig]




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Re: waterfall texture
Posted by DarkSeraph on Sun Feb 27th at 9:30pm 2005


sorry that I dont' give up too easily... but wouldn't this, with the correct texture, work well?

"LightmappedGeneric"
{
// Original shader: basetexture
"$baseTexture" "K_confettirally/Waterfall_K"

"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" -2.00
"texturescrollangle" 90.00
}
}
}

^^ found that on another site

ooh and I just found a good texture for this. Let's see what I can do.
[addsig]




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Re: waterfall texture
Posted by Gwil on Sun Feb 27th at 9:33pm 2005


I dont know. Try it. [addsig]




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