Re: [article] CS_Militia-like Flowing Water
Posted by ReNo on
Mon Feb 6th 2006 at 2:21pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: [article] CS_Militia-like Flowing Water
Posted by Naklajat on
Mon Feb 6th 2006 at 2:40pm
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
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.
Re: [article] CS_Militia-like Flowing Water
Posted by parakeet on
Wed Feb 8th 2006 at 1:49am
544 posts
81 snarkmarks
Registered:
Apr 30th 2004
Occupation: n/a
Location: Eastern US
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.
Re: [article] CS_Militia-like Flowing Water
Posted by warlord on
Wed Feb 8th 2006 at 6:47pm
warlord
member
166 posts
247 snarkmarks
Registered:
Sep 11th 2003
Occupation: ill show ye
Location: americas
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