[article] CS_Militia-like Flowing Water
Post Reply
Quote
Re: [article] CS_Militia-like Flowing Water
Posted by Kizza on Mon Feb 6th at 1:43am 2006



This is a discussion topic for the article "CS_Militia-like Flowing Water" by Kizza which can be found here

Article description:

Moving water layer






Quote
Re: [article] CS_Militia-like Flowing Water
Posted by ReNo on Mon Feb 6th at 2:21pm 2006


Isn't the point of making the material a decal (ie. specifying "$decal" "1") so that you can simply use the overlay tool to place it on top of the water geometry rather than building a clone of it? I haven't tried it myself and don't know what the deal is with placing decals on water materials, but it seems like an easier option if it works.



Quote
Re: [article] CS_Militia-like Flowing Water
Posted by Naklajat on Mon Feb 6th at 2:40pm 2006


There is still one problem: this water is very blocky. Usually a stream is going to snake around by using displacements over the water that dip under it to get a more natural look. I got the visual effect right with displacements and the texture used on the models in militia, but because it was a displacement it was not passable. I'm now wondering if altering the vmt properties might make the displacement passable... I'll have to try it. Also, I'm pretty sure you don't have to extract the vtf from the gcf, all you need to do is write the vmt and call the texture from within the gcf.



Quote
Re: [article] CS_Militia-like Flowing Water
Posted by parakeet on Wed Feb 8th at 1:49am 2006


If you can't use displacements.. just go back to hl1 tactics , possibly with more complex geometry. There's quite a few tuts on Triangle terrain.



Quote
Re: [article] CS_Militia-like Flowing Water
Posted by warlord on Wed Feb 8th at 6:47pm 2006


The reason it doesent work the way you want is because in militia the running water effect is a prop model with not solid properties.
so it will be possible to remake it only if you where to model it





Post Reply