Waves on HL2? Created 16 years ago2008-02-04 17:22:40 UTC by Spike Spike

Created 16 years ago2008-02-04 17:22:40 UTC by Spike Spike

Posted 16 years ago2008-02-04 17:22:40 UTC Post #244974
How can you make waves on the water on hl2? Yeah, I've used func_water_analog but it turns my water opaque and with no waves at all.
Posted 16 years ago2008-02-04 17:55:12 UTC Post #244977
Waves like the water going up and down? Source 'waves' are part of the animation of the water texture, so you'd need to code the water physically bobbing up and down in order to achieve that effect. The func_water_analog uses a special water texture (I think 'movingplane' is somewhere in the texture name). All other water textures won't render properly when tied to entities like that.
Posted 16 years ago2008-02-04 19:08:11 UTC Post #244984
I never tie the water to an entity.. I just drag a brush over the area I want with water.. texture the entire thing nodraw.. and texture specifically the top of it with the water texture. It works, <3

As for the actual wave part of it.. I dunno, but your water wont be opaque.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-02-04 20:57:00 UTC Post #244991
Yeah the problem is that I'm doing a beach, and calm water looks horrible on a beach. Well then I'll code (but I don't know why :P)
Posted 16 years ago2008-02-04 21:08:09 UTC Post #244992
Fake it with a func_train (still in source?) and make it transparent. Than make it a wave shape and have it roll in, go down at the same time, then start all over.
Luke LukeLuke
Posted 16 years ago2008-02-04 21:32:31 UTC Post #244993
Or if you are reasonable either ask Minerva permission to use his wave texture or make your own animated texture.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2008-02-04 21:58:19 UTC Post #244994
... oh, I thought you meant HL1 style moving waves.

The shore waves I think you want are accomplished with overlays. They take a whole lot of fidgeting and a whole lot of them to get them to look right.

The textures are shorewave001a and shorewave002a. Put them in and they animate in game. Play around with them a little.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-02-04 22:34:39 UTC Post #244995
Spike I was trying to do this myself a while ago, never nailed it down exactly. Like Grim said, they are overlays. Place them over the water along the beach. It takes a lot of playing to get right, so you may want to just create an empty beach so you can compile quickly over and over again. You're going to have to play with them a lot to get it to look good.

If you have any major breakthroughs send be some screenies because like I said, I couldn't get it down just right either. Curving it along the beach is difficult.
Posted 16 years ago2008-02-05 00:31:30 UTC Post #244999
Oh, I was talking about normal waves like HL1. But yeah, I thought too on realistic beach waves but it seems to be very complicated.

I just dont want the water to look like that:
User posted image
User posted image
Just to make a non straight edge
Posted 16 years ago2008-02-05 01:15:43 UTC Post #245001
hmm.. might I suggest adding stuff to take away attention from the beach line.

Add rocks, rough up the beach a little bit (the beach line and the heights, make it a little hill-ish), add buoys out in the water, and turn the scale of the water texture from .25 to 1. That'll help I think.

(HL1 waves cant exist, as water textures cannot be parented to moving objects without crashing)
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-02-05 01:28:56 UTC Post #245002
make it low-tide. it's much more interesting, and you don't need big waves. also play through the half-life beach parts and take lots of screenshots of the water for reference.
Posted 16 years ago2008-02-05 15:39:12 UTC Post #245026
Do you know how can i see the original material files (.vtf .vmt) so I can see how the different textures of HL2 are codded?
Posted 16 years ago2008-02-05 16:39:15 UTC Post #245029
Extract with GCFscape? I extracted some CS:S water .vmts. Dunno if your textures can be accessed like that.
Posted 16 years ago2008-02-05 23:06:30 UTC Post #245064
Oh yes, thanks, I didn't know gcfscape work on Source too
Posted 16 years ago2008-02-05 23:11:04 UTC Post #245065
you shouldn't have to do that. your textures should all be in hammer.
Posted 16 years ago2008-02-06 07:15:27 UTC Post #245081
your textures should all be in hammer.
You can view vmts in hammer?
Posted 16 years ago2008-02-26 18:40:57 UTC Post #246665
You need Another program to convert the BSPs into hammer-editeable maps.
I think it's called Ver.. V.. something.
Posted 16 years ago2008-02-26 18:49:00 UTC Post #246666
VMEX?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2008-02-26 19:30:10 UTC Post #246671
Yeah but why would he need it? All textures are in Hammer, if you need to look at the VMT code then extract and open in text.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2008-02-27 17:36:20 UTC Post #246729
that second screenie looks a lot like the arch from halo1 on that beach..
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-02-27 18:33:29 UTC Post #246738
User posted image
That's how it looks now, so much better. I haven't played Halos so it's not fro there, it's just inspiration from movies or don't know where.
Posted 16 years ago2008-02-27 18:47:38 UTC Post #246740
Oh sweet I see an airboat? Do they work in EP2?

And new textures? Reminds me of the DBZ mod texture pack they released for us mappers.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2008-02-27 20:02:01 UTC Post #246743
I'm doing it for Ep2. Cliff texture is TF2 texture modified by me so it's a little bit more brown and dark, sand texture is TF2 modified too. Actually the airboat is just for testing, the map is big and I'm too lazy to be running all the time >:)
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