fy_poolday reunion water?

fy_poolday reunion water?

Re: fy_poolday reunion water? Posted by brett5010 on Mon Feb 28th 2005 at 10:57am
brett5010
80 posts
Posted 2005-02-28 10:57am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
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
Re: fy_poolday reunion water? Posted by $loth on Mon Feb 28th 2005 at 11:50am
$loth
2256 posts
Posted 2005-02-28 11:50am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
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.
Re: fy_poolday reunion water? Posted by brett5010 on Mon Feb 28th 2005 at 11:54am
brett5010
80 posts
Posted 2005-02-28 11:54am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
What would be the best texture to use? I'd like a semi-clear water texture.
Re: fy_poolday reunion water? Posted by $loth on Mon Feb 28th 2005 at 12:35pm
$loth
2256 posts
Posted 2005-02-28 12:35pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
The one used in poolday reunion was dev/dev_water2.
Could you plz mark my answer aswell :heee:
Re: fy_poolday reunion water? Posted by brett5010 on Mon Feb 28th 2005 at 12:42pm
brett5010
80 posts
Posted 2005-02-28 12:42pm
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
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'.
Re: fy_poolday reunion water? Posted by $loth on Mon Feb 28th 2005 at 12:56pm
$loth
2256 posts
Posted 2005-02-28 12:56pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Wheres the pic?
Re: fy_poolday reunion water? Posted by brett5010 on Tue Mar 1st 2005 at 6:10am
brett5010
80 posts
Posted 2005-03-01 6:10am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
Re: fy_poolday reunion water? Posted by $loth on Tue Mar 1st 2005 at 7:41am
$loth
2256 posts
Posted 2005-03-01 7:41am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
hm...all that I can say is to use a different water texture like the one that I mentioned.
Re: fy_poolday reunion water? Posted by Rof on Tue Mar 1st 2005 at 4:41pm
Rof
210 posts
Posted 2005-03-01 4:41pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
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).
Re: fy_poolday reunion water? Posted by brett5010 on Wed Mar 2nd 2005 at 6:31am
brett5010
80 posts
Posted 2005-03-02 6:31am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
The water is simple there for decoration. Physically for the player it
does nothing. Im working on elusinising a "water, fall" effect.
Re: fy_poolday reunion water? Posted by IceCreamMatt on Thu Mar 3rd 2005 at 4:22am
IceCreamMatt
3 posts
Posted 2005-03-03 4:22am
3 posts 0 snarkmarks Registered: Feb 18th 2005 Occupation: Student Location: USA
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.
Re: fy_poolday reunion water? Posted by brett5010 on Thu Mar 3rd 2005 at 4:29am
brett5010
80 posts
Posted 2005-03-03 4:29am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
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.
Re: fy_poolday reunion water? Posted by IceCreamMatt on Thu Mar 3rd 2005 at 4:35am
IceCreamMatt
3 posts
Posted 2005-03-03 4:35am
3 posts 0 snarkmarks Registered: Feb 18th 2005 Occupation: Student Location: USA
Ohh great idea!!!

You compiling with full RAD right?
Re: fy_poolday reunion water? Posted by brett5010 on Thu Mar 3rd 2005 at 4:56am
brett5010
80 posts
Posted 2005-03-03 4:56am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
100% compiled.

I just remade the water, so ill recompile in a few minutes.
Re: fy_poolday reunion water? Posted by brett5010 on Thu Mar 3rd 2005 at 7:04am
brett5010
80 posts
Posted 2005-03-03 7:04am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
WOOOOOHOOOOOOOOOOO

...

workie!
Re: fy_poolday reunion water? Posted by IceCreamMatt on Thu Mar 3rd 2005 at 10:12pm
IceCreamMatt
3 posts
Posted 2005-03-03 10:12pm
3 posts 0 snarkmarks Registered: Feb 18th 2005 Occupation: Student Location: USA
Let me see a pic of your water fall.
Re: fy_poolday reunion water? Posted by brett5010 on Fri Mar 4th 2005 at 8:02am
brett5010
80 posts
Posted 2005-03-04 8:02am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
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.