fy_poolday reunion water?
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Re: fy_poolday reunion water?
Posted by brett5010 on Mon Feb 28th at 10:57am 2005


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




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Re: fy_poolday reunion water?
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]




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Re: fy_poolday reunion water?
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.




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Re: fy_poolday reunion water?
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]




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Re: fy_poolday reunion water?
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'.




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


Wheres the pic?
[addsig]




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Re: fy_poolday reunion water?
Posted by brett5010 on Tue Mar 1st at 6:10am 2005


lmao sorry about that

http://img233.exs.cx/img233/103/g2treemanbeta600002qq.jpg




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Re: fy_poolday reunion water?
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]




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Re: fy_poolday reunion water?
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]




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Re: fy_poolday reunion water?
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.




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Re: fy_poolday reunion water?
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.




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Re: fy_poolday reunion water?
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.




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


Ohh great idea!!!

You compiling with full RAD right?




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Re: fy_poolday reunion water?
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.




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Re: fy_poolday reunion water?
Posted by brett5010 on Thu Mar 3rd at 7:04am 2005


WOOOOOHOOOOOOOOOOO







...





workie!




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


Let me see a pic of your water fall.



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Re: fy_poolday reunion water?
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.





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