Rivers and Streams

Rivers and Streams

Re: Rivers and Streams Posted by Kasc1990 on Tue Jan 24th 2006 at 10:03pm
Kasc1990
32 posts
Posted 2006-01-24 10:03pm
Kasc1990
member
32 posts 13 snarkmarks Registered: Dec 20th 2005 Occupation: 8-/ Geek Location: England, Leeds
How do you creat that lovely running water effect like seen on cs_militia.

And how do you make your map HDR?
Re: Rivers and Streams Posted by Dark Tree on Wed Jan 25th 2006 at 8:11pm
Dark Tree
646 posts
Posted 2006-01-25 8:11pm
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
Well, I can answer ONE of your questions. You make your map HDR by ticking the HDR option before compiling. You only have that option as of 1/25/06 if you run the beta version of the new SDK.....and to get the new SDK, add:

-beta sdk

to the target shortcut to Steam. So..

1. -beta sdk on the shortcut target to Steam
2. Restart Steam, let it update.
3. Open Hammer, press compile button
4. Tick the HDR option.

If you provide a download link to cs_militia, we can take a look at it to better help your situation.
Re: Rivers and Streams Posted by omegaslayer on Wed Jan 25th 2006 at 8:36pm
omegaslayer
2481 posts
Posted 2006-01-25 8:36pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Well, I can answer ONE of your questions. You make your map HDR
by ticking the HDR option before compiling. You only have that option
as of 1/25/06 if you run the beta version of the new SDK.....and to get
the new SDK, add:
-beta sdk

to the target shortcut to Steam. So..

1. -beta sdk on the shortcut target to Steam
2. Restart Steam, let it update.
3. Open Hammer, press compile button
4. Tick the HDR option.

If you provide a download link to cs_militia, we can take a look at it to better help your situation.
Actually you don't need the -beta SDK anymore. A SDK update has updated hammer to run HDR.

cs_milita is a standard map for CSS now.

the way they did the rushing water was done either of two ways:

Brushes with an animating texture

Models with animating textures

I cant tell you what either of these textures/models are, because they
are zipped into the map file itself (the bsp). You'll have to decompile
the map using vmex, then unzip the texutre/model from the bsp to use it.
Posting And You
Re: Rivers and Streams Posted by Naklajat on Wed Jan 25th 2006 at 9:51pm
Naklajat
1137 posts
Posted 2006-01-25 9:51pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
<span style="color: white;">I'll look into this and get back to this thread if someone doesn't beat me to it. I've been interested in this effect recently...
</span>

o

Re: Rivers and Streams Posted by Kasc1990 on Wed Jan 25th 2006 at 10:22pm
Kasc1990
32 posts
Posted 2006-01-25 10:22pm
Kasc1990
member
32 posts 13 snarkmarks Registered: Dec 20th 2005 Occupation: 8-/ Geek Location: England, Leeds
Tried to decompile it and it chrases... :leper:
Re: Rivers and Streams Posted by omegaslayer on Wed Jan 25th 2006 at 11:26pm
omegaslayer
2481 posts
Posted 2006-01-25 11:26pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Tried to decompile it and it chrases... :leper:
Crashes?
Posting And You
Re: Rivers and Streams Posted by Orpheus on Wed Jan 25th 2006 at 11:37pm
Orpheus
13860 posts
Posted 2006-01-25 11:37pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I was reading your point of origin Omega. Is there another California I am unaware of besides the one on the west coast?

It reads as if there are at least 2. :lol:

The best things in life, aren't things.
Re: Rivers and Streams Posted by omegaslayer on Thu Jan 26th 2006 at 8:00am
omegaslayer
2481 posts
Posted 2006-01-26 8:00am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I was reading your point of origin Omega. Is there another California I am unaware of besides the one on the west coast?
It reads as if there are at least 2. :lol:
West coast could mean oregon or washington as well. I live more specifically in hippy-ville Santa Cruz in cally.
Posting And You
Re: Rivers and Streams Posted by Orpheus on Thu Jan 26th 2006 at 10:16am
Orpheus
13860 posts
Posted 2006-01-26 10:16am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
omegaslayer said:
West coast could mean oregon or washington as well. I live more specifically in hippy-ville Santa Cruz in cally.
Can mean but yours reads funny.

/me laughs.

No biggie. Ca. is big enough to be more than one state. Shoot, at least its not stupid enough to be two like Michigan is. :rolleyes:

The best things in life, aren't things.
Re: Rivers and Streams Posted by wil5on on Thu Jan 26th 2006 at 10:48am
wil5on
1733 posts
Posted 2006-01-26 10:48am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I live in a state thats bigger than two Californias.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Rivers and Streams Posted by Dark|Killer on Thu Jan 26th 2006 at 11:15am
Dark|Killer
758 posts
Posted 2006-01-26 11:15am
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
That river effect you want is a model actually...you may fin it by searching the models in milita...Atleast its there
where i found it
.::Dark|Masta::. - One name. One legend.
Re: Rivers and Streams Posted by Kasc1990 on Thu Jan 26th 2006 at 4:11pm
Kasc1990
32 posts
Posted 2006-01-26 4:11pm
Kasc1990
member
32 posts 13 snarkmarks Registered: Dec 20th 2005 Occupation: 8-/ Geek Location: England, Leeds
Any ideas as how to recreate that effect?

ANd by chrases i mean Vmex closes before it even starts to compile, i click compile and it closes :leper:

:rolleyes: Stop the spamz about the states :shocked:
Re: Rivers and Streams Posted by Andrei on Thu Jan 26th 2006 at 6:37pm
Andrei
2455 posts
Posted 2006-01-26 6:37pm
Andrei
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2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
ANd by chrases i mean Vmex closes before it even starts to compile, i click compile and it closes :leper:
That's because it has decompile protection.
Re: Rivers and Streams Posted by Orpheus on Mon Jan 30th 2006 at 1:03am
Orpheus
13860 posts
Posted 2006-01-30 1:03am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
wil5on said:
I live in a state thats bigger than two Californias.
That wouldn't be confusion would it?

The best things in life, aren't things.
Re: Rivers and Streams Posted by Naklajat on Mon Jan 30th 2006 at 3:10pm
Naklajat
1137 posts
Posted 2006-01-30 3:10pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
<span style="color: white;">They used models in cs_militia, but you can get the same effect using displacements... sort of. I say sort of because I can't think of a way to make the displacements non-solid, so the player ends up walking on top of the water. The texture you'd need to use is models/props/cs_militia/river01. For my test stream, which was 128-192 units wide, I made a 128x128 (x*y) brush and turned the top face into a disp surface with a power of 3. Then I moved the vertices on the x-axis to match the shape of the stream. Thats about it, but not really so because it doesn't really work... You could use it for an inaccessable area, but if you're gonna walk over it you'd have to figure a way to make it passable, and I think a model would most likely be the easiest way.

Also, when I compiled it the water moved slow, so I upped the y scale of the texture to 0.50, and it looked better but could go even higher for fast-moving water.
</span>

o

Re: Rivers and Streams Posted by Carcase on Mon Jan 30th 2006 at 6:49pm
Carcase
145 posts
Posted 2006-01-30 6:49pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
if it is a model, you could aim at it while in cs, turn on sv_cheats 1, type ent_dump !picker.

Or ent_info !picker

not sure which, one of those you might have to provide an entity name after the command, so you could type

ent_setname river

then type ent_dump river.

this should give you the model name and some info on how it was made. Not sure if it gives you what you want though. I used it to help me create the clouds similar to that used at highway 17 with func_smokevolume.
What makes life so great is that its there.
Re: Rivers and Streams Posted by Kasc1990 on Mon Jan 30th 2006 at 9:33pm
Kasc1990
32 posts
Posted 2006-01-30 9:33pm
Kasc1990
member
32 posts 13 snarkmarks Registered: Dec 20th 2005 Occupation: 8-/ Geek Location: England, Leeds
Its a model, i found out about 2 days ago.

It would be too hard to reporduce as its the sections of the rivers rather than one small model.

^ :leper: A small bit would have been nice :leper: ^
What do i put here again? :(