Ive been trying to get my water looking good, but all the water
textures seem to be really basic and crappy, could somebody help me get
the same water effect as in fy_poolday_reunion?
-Treeman
1
Re: fy_poolday reunion water?
Posted by brett5010 on Mon Feb 28th at 10:57am 2005
Posted by brett5010 on Mon Feb 28th at 10:57am 2005
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by $loth on Mon Feb 28th at 11:50am 2005

$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England
Occupation: Student
Posted by $loth on Mon Feb 28th at 11:50am 2005
Have you got a env_cubemap in the area and a water_lod_control entity with the water? Look in the sdk examples for water.
[addsig]
[addsig]
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Re: fy_poolday reunion water?
Posted by brett5010 on Mon Feb 28th at 11:54am 2005
Posted by brett5010 on Mon Feb 28th at 11:54am 2005
What would be the best texture to use? I'd like a semi-clear water texture.
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by $loth on Mon Feb 28th at 12:35pm 2005

$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England
Occupation: Student
Posted by $loth on Mon Feb 28th at 12:35pm 2005
The one used in poolday reunion was dev/dev_water2.
Could you plz mark my answer aswell
[addsig]
Could you plz mark my answer aswell
[addsig]$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Re: fy_poolday reunion water?
Posted by brett5010 on Mon Feb 28th at 12:42pm 2005
Posted by brett5010 on Mon Feb 28th at 12:42pm 2005
Well...this is a screenshot taken after i added cubemaps, nodraw, and a
new water texture (as the tutorial in the Source SDK Documentary
described) and this is how my water turned out. It was like this before
and after using 'buildcubemaps'.
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by $loth on Mon Feb 28th at 12:56pm 2005

$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England
Occupation: Student
Posted by $loth on Mon Feb 28th at 12:56pm 2005
Wheres the pic?
[addsig]
[addsig]
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Re: fy_poolday reunion water?
Posted by brett5010 on Tue Mar 1st at 6:10am 2005
Posted by brett5010 on Tue Mar 1st at 6:10am 2005
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by $loth on Tue Mar 1st at 7:41am 2005

$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England
Occupation: Student
Posted by $loth on Tue Mar 1st at 7:41am 2005
hm...all that I can say is to use a different water texture like the one that I mentioned.
[addsig]
[addsig]
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Re: fy_poolday reunion water?
Posted by Rof on Tue Mar 1st at 4:41pm 2005
Posted by Rof on Tue Mar 1st at 4:41pm 2005
Are you making the water brushes as an entity? That can give the noise
effect in that screenshot. You should always have water as world
brushes, except when you want it to move (rise or fall).
(And if you want it to move, the water must be tied to a func_water_analog and use the water_movingplane texture).
[addsig]
(And if you want it to move, the water must be tied to a func_water_analog and use the water_movingplane texture).
[addsig]
Re: fy_poolday reunion water?
Posted by brett5010 on Wed Mar 2nd at 6:31am 2005
Posted by brett5010 on Wed Mar 2nd at 6:31am 2005
The water is simple there for decoration. Physically for the player it
does nothing. Im working on elusinising a "water, fall" effect.
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by IceCreamMatt on Thu Mar 3rd at 4:22am 2005

IceCreamMatt
member
3 posts
0 snarkmarks
Registered: Feb 18th 2005
Location: USA
Occupation: Student
Posted by IceCreamMatt on Thu Mar 3rd at 4:22am 2005
It also looks like the water in that pic is going down on a slant. The
source engine requires that all water is on a flat plane as far as I
know. Plz Correct me if im wrong.
IceCreamMatt
member
3 posts
0 snarkmarks
Registered: Feb 18th 2005
Location: USA

Occupation: Student
Re: fy_poolday reunion water?
Posted by brett5010 on Thu Mar 3rd at 4:29am 2005
Posted by brett5010 on Thu Mar 3rd at 4:29am 2005
When the water WAS slanted, everything worked just fine.
But what I did was make the "slant" (ie. the vertical water), was made about 15 standard brushes covered with the water texture.
But what I did was make the "slant" (ie. the vertical water), was made about 15 standard brushes covered with the water texture.
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by IceCreamMatt on Thu Mar 3rd at 4:35am 2005

IceCreamMatt
member
3 posts
0 snarkmarks
Registered: Feb 18th 2005
Location: USA
Occupation: Student
Posted by IceCreamMatt on Thu Mar 3rd at 4:35am 2005
Ohh great idea!!!
You compiling with full RAD right?
You compiling with full RAD right?
IceCreamMatt
member
3 posts
0 snarkmarks
Registered: Feb 18th 2005
Location: USA

Occupation: Student
Re: fy_poolday reunion water?
Posted by brett5010 on Thu Mar 3rd at 4:56am 2005
Posted by brett5010 on Thu Mar 3rd at 4:56am 2005
100% compiled.
I just remade the water, so ill recompile in a few minutes.
I just remade the water, so ill recompile in a few minutes.
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by brett5010 on Thu Mar 3rd at 7:04am 2005
Posted by brett5010 on Thu Mar 3rd at 7:04am 2005
WOOOOOHOOOOOOOOOOO
...
workie!
...
workie!
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
Re: fy_poolday reunion water?
Posted by IceCreamMatt on Thu Mar 3rd at 10:12pm 2005

IceCreamMatt
member
3 posts
0 snarkmarks
Registered: Feb 18th 2005
Location: USA
Occupation: Student
Posted by IceCreamMatt on Thu Mar 3rd at 10:12pm 2005
Let me see a pic of your water fall.
IceCreamMatt
member
3 posts
0 snarkmarks
Registered: Feb 18th 2005
Location: USA

Occupation: Student
Re: fy_poolday reunion water?
Posted by brett5010 on Fri Mar 4th at 8:02am 2005
Posted by brett5010 on Fri Mar 4th at 8:02am 2005
Its all basically in that screenshot, however what I did was...
-firstly, where the water falls through the cieling, as a func_precipitation (ie. rain).
-env_steam's at the bottum of the water, facing in the direction of water movement.
-clipped water for the smaller drifting into the tiny pool area, and env_steam'D
Ill be using other things like the func_shooter (or whatever its called), and a few other entities that can be used to exagerating a brush to appear "water, fallling" alike.
-firstly, where the water falls through the cieling, as a func_precipitation (ie. rain).
-env_steam's at the bottum of the water, facing in the direction of water movement.
-clipped water for the smaller drifting into the tiny pool area, and env_steam'D
Ill be using other things like the func_shooter (or whatever its called), and a few other entities that can be used to exagerating a brush to appear "water, fallling" alike.
brett5010
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia
Occupation: Student
member
80 posts
18 snarkmarks
Registered: Jan 6th 2005
Location: Australia

Occupation: Student
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 1.1842 seconds.

Snarkpit v6.1.0 created this page in 1.1842 seconds.

