Re: water
Posted by Demonforce on
Mon Aug 15th 2005 at 11:44am
Posted
2005-08-15 11:44am
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pfff, if been searching and trying to make it work, BUT IT WONT :sad: :smile:
i want to make flowing water
i mean with that samething like this:
i have a "cilinder room" that is full with water. the walls are made
from glass. now i want that if i break one of those glasses that the
water flood out.
get what i mean?:)
plz help me.....i'f looking the hole internet for something that's working :S
Re: water
Posted by Crono on
Mon Aug 15th 2005 at 7:09pm
Crono
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There's a problem when even attempting this, since the source engine will only render one plane of water per view.
This is, if I'm not mistaken, only for "expensive" water though.
you could either make the two brushes (one inside the cylinder and outside, under the floor) textured with a cheap water texture (top side only, of course)
Then, do something that everyone recommends to not do and tie them to separate entities, so they can be parented.
Then create door entities, or traintrack, or movelinear, whatever. And move one down while the other moves up. You can have that triggered by the glass func_breakable.
However, that should work only when using cheap water, and you cannot be able to see expensive water anywhere (the engine can't think you do either).
I've never tried it though.
The other option would be to use expensive water, put the one that will "flood" the room completely under the floor (not touching the floor) and when the breakable is triggered start moving the water in the cylinder down, have that get to a certain point and get "killed" by an entity (so it no longer exists in the map). Then begin raising the water that's under the floor with the same method. The only difference here is it'll keep two water surfaces from showing at the same time.
Those are how I'd attempt to do it anyway.
Blame it on Microsoft, God does.
Re: water
Posted by Demonforce on
Wed Aug 17th 2005 at 5:49pm
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do you mean something like this:
i make the room exactley as i told you before, i put water in the
room, and i put warer in the room next to me but i put that under the
floor. now i do it like this:
i make from both waters funk door with a stay time of 0 ore -0 and then
in make the glass breakable an i tell him that if its break, on water
go's up (the water under the ground ) and the other goes down (the
water that should flow) , like now ik can make it like i want. but if
the 2 rooms are at the same level, i need to let the one water
dissapear in the other, but than it will see buggy,
Demonforce
Re: water
Posted by DrGlass on
Wed Aug 17th 2005 at 10:31pm
Posted
2005-08-17 10:31pm
DrGlass
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you could make a func_water_move (not sure about the name but its the OTHER water entity) under the whole floor and kill the water inside the glass.
Once the glass breaks you kill the water inside, if you add sound and sprites you can cover it up quite well. Then you trigger the water to raise from the floor. The only problem is the floor water can only move up and down, so if you have more than one glass tube with water you will have to work out a func_train with multible stops each times a vat is broken.
What would work even better is an animated water model for the vat, on trigger the water would splash into the floor and then you would kill the model after the animation.
Re: water
Posted by Demonforce on
Thu Aug 18th 2005 at 7:19pm
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hi,
me again.....
i have it, it's quiet hardley to explain how.
but thanks. i did it like a crossing between the idees
thnq yuo
Demonforce
Re: water
Posted by DrGlass on
Thu Aug 18th 2005 at 7:27pm
DrGlass
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post your .bsp I'd like to see how its done.