Re: fy_poolday reunion water?
Posted by brett5010 on
Mon Feb 28th 2005 at 10:57am
Posted
2005-02-28 10:57am
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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
Posted
2005-02-28 11:50am
$loth
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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
Posted
2005-02-28 11:54am
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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
Posted
2005-02-28 12:35pm
$loth
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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
Posted
2005-02-28 12:42pm
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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
Tue Mar 1st 2005 at 7:41am
$loth
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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
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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
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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
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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
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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
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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
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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
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WOOOOOHOOOOOOOOOOO
...
workie!
Re: fy_poolday reunion water?
Posted by IceCreamMatt on
Thu Mar 3rd 2005 at 10:12pm
Posted
2005-03-03 10:12pm
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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
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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.