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Hello, I'm trying to create a paradise style of a map and I have looked through all of the Half Life 2 water textures and I cannot find a way to create a caribbean looking water texture for my map. Does anyone know how to do this?
Thanks
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Re: Caribbean looking water?
Posted by fishy on Thu Jan 25th at 3:25am 2007
Posted by fishy on Thu Jan 25th at 3:25am 2007
get a couple of rastafarian player models smoking big joints, and have them paddle in it. that should do the trick.
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Re: Caribbean looking water?
Posted by Orpheus on Thu Jan 25th at 4:08am 2007

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Posted by Orpheus on Thu Jan 25th at 4:08am 2007
Caribbean as in green?
I am confused as to your intentions. Whats unique about Caribbean water?
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Re: Caribbean looking water?
Posted by Crono on Thu Jan 25th at 4:52am 2007
Posted by Crono on Thu Jan 25th at 4:52am 2007
I believe he means something that doesn't look so murky and muddy. Maybe more green ... but clear, something like this:
I don't know, I know of techniques to implement it in real time outside of HL2 (the picture was taken from a tutorial on just that topic) ... but just by creating a new texture, I'm not so sure. I would suggest looking around the valve wiki and hl2world for a definitive answer.
I would imagine it's possible, though.
I don't know, I know of techniques to implement it in real time outside of HL2 (the picture was taken from a tutorial on just that topic) ... but just by creating a new texture, I'm not so sure. I would suggest looking around the valve wiki and hl2world for a definitive answer.
I would imagine it's possible, though.
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Re: Caribbean looking water?
Posted by Captain P on Thu Jan 25th at 9:07am 2007

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Posted by Captain P on Thu Jan 25th at 9:07am 2007
I'd take a look at the water .vft's first (a tool called VTF Explorer is usefull for such purposes) and create a greenish version of the image instead (the Valve Wiki contains info on creating textures), then see if that has the desired effect. The way I see it, is that the shader takes care of the 'movement' of the water surface, but I assume that the color and fog density and such is packed into the .vtf and .vmt files.
In other words, I'd create a custom water texture, and copy the .vmt information from an existing one, changing the path to the .vtf file so it uses the custom image.
I hope that helps some.
In other words, I'd create a custom water texture, and copy the .vmt information from an existing one, changing the path to the .vtf file so it uses the custom image.
I hope that helps some.
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Re: Caribbean looking water?
Posted by reaper47 on Thu Jan 25th at 11:16am 2007
Posted by reaper47 on Thu Jan 25th at 11:16am 2007
I'd change the "fog" (and maybe "tint") color value to a strong blue/green. That's how FarCry did it. It's in the texture script files (vtf or vmt... the much smaller ones). Extract some of Valve's water files from the SourceMaterials.gfc files.
I don't believe the texture itself has to be changed as it is mainly just a bump-map for reflections.
I don't believe the texture itself has to be changed as it is mainly just a bump-map for reflections.
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