Water Joining Question Created 17 years ago2007-10-22 15:51:47 UTC by Kill_the_Bug Kill_the_Bug

Created 17 years ago2007-10-22 15:51:47 UTC by Kill_the_Bug Kill_the_Bug

Posted 17 years ago2007-10-22 15:51:47 UTC Post #236834
1st water entity -water in cayon - goes left to right - comes to 90 degree turn and 2nd water entity flows top to bottom at the 90 degree turn I have mitred the 2 entities with a 45 degree angle. When the map is complied will I see the join if I'm swimming in it?

Also does anyone have the texture name for a nice looking bod of water - this is my 1st time working with source water - thanks
Posted 17 years ago2007-10-22 20:26:11 UTC Post #236845
Source water works if you just connect them together and make sure the textures have the same alignment on the top of the two water brushes. So, if I read your sentence correctly, yes yours should work.

http://www.dimensionstudios.org/forum/index.php?showtopic=576

(there's a list of waters)
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2007-10-23 12:43:21 UTC Post #236889
Thanks - it works - it even looks good!! not If I can just get it to flow and push people to their doom - muhahahahahahaha!
Posted 17 years ago2007-10-23 14:45:52 UTC Post #236897
func_pushes for the push, the flow is a bit more complicated. Getting it to flow cs_militia style requires a bit of coding, and even then what you can make is blocky. The flowing white on the the water in cs_militia is actually a model, which allows it to be complex.
Posted 17 years ago2007-10-23 17:08:20 UTC Post #236900
Can I combine the two - push and water in the same place?
Posted 17 years ago2007-10-23 20:15:32 UTC Post #236907
http://developer.valvesoftware.com/wiki/Water

Here is everything you need to know about water. Hell, it even shows you how to put fish in there. Apparently there is an easier way to make flowing water than the cs_militia way, but it's not as pretty and has many limitations.

Good luck!
Posted 17 years ago2007-10-23 22:24:59 UTC Post #236911
Didnt kasperg do it on that.. famous house map?
forgive me, i forgot the name of the residence
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-10-23 22:48:46 UTC Post #236912
Kaufmann House, Tetsu0?
Apparently there is an easier way to make flowing water than the cs_militia way, but it's not as pretty and has many limitations.
It's in that link you just posted, and if you're good enough with displacements you can pretty much make it look exactly like militia's water. It doesn't have to be a model, or blocky and limited.

http://developer.valvesoftware.com/wiki/Flowing_Water

I plan on doing something similiar in a map soon, but with my own texture(s) and having it be pretty displacement heavy.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-10-23 23:01:10 UTC Post #236914
Sweet deal. Good luck with that man, looks tough.
Posted 17 years ago2007-10-24 01:08:29 UTC Post #236916
Here's my VMT. The difference with the one in Valve's example is that this water would also refract and look more like water. I had to use it on a func_conveyor to actually work, and cover it with an invisible water texture to get it to splash. Not at easy setup, but it's possible.

"Refract"
{
"$surfaceprop" "water"	
"$abovewater" 1
"$bluramount" "1"
"$translucent" "1"
"$decal" 1
"$refractamount" ".100"
"$REFRACTTINT" "{166 188 210}"
"$scale" "[1 1]"
"$REFRACTTINTTEXTURE" "folderscrollwater2"
"$normalmap" "folderscrollwater2normal"
"$dudvmap" "folderscrollwater2dudv"
//"$envmap" "env_cubemap"
//"$envmaptint" "[.3 .4 .4]"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" 0.25
"texturescrollangle" -90.00
}
}
}
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