Flowing water stream Created 13 years ago2011-01-03 09:42:54 UTC by Skals Skals

Created 13 years ago2011-01-03 09:42:54 UTC by Skals Skals

Posted 13 years ago2011-01-03 09:42:54 UTC Post #288610
Hey guys, I can't seem to figure out how to get this to work; I want to create a stream of flowing water, which you can swim within, and also get pushed by it. (I can make a trigger_push for the push part, but I can't seem to be able to create flowing water itself). I first tried a func_conveyor with a scroll texture, it works well for waterfalls and such, but It has no water properties itself... so I tried assigning a !water texture to the func_conveyor, this time there was no visual flow and it still had no water properties. So next I tried a func_water with a scroll texture but it had no movement on the scroll texture. How is this done? I've seen it in a couple of maps.
Skals SkalsLevel Designer
Posted 13 years ago2011-01-03 10:12:48 UTC Post #288612
My guess is people use an invisible func_water under a func_conveyor (non-solid, of course).
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-01-03 10:16:35 UTC Post #288613
problem is I don't want to add func_waters in my map to avoid lag, but I guess I'll have to.
Skals SkalsLevel Designer
Posted 13 years ago2011-01-03 13:13:01 UTC Post #288615
Perhaps you can keep the invisible func_water really thin, as in less than 40 or so units above the "floor" of the stream of water just so the player can't get 'under' it? I'm wondering if a smaller brush will help reduce whatever performance issues you're trying to avoid with the entity.

It's a shot in the dark but let me know if you try it whether or not it works, I'm curious myself now.
Posted 13 years ago2011-01-03 15:07:25 UTC Post #288619
!water textures have a tendency to give off slight lag problems (depending on machine) the more they are in view at one time and the smaller the scale on the texture. The problem with func_water is, it is rendered everywhere within your map, it will never be visblocked, so if I have several rooms with func_water in them, it's like all of the water entities are visible at once and can cause quite a bit of lag. something like func_illusionary on the other hand doesn't get rendered, and you can create water using it, but that would create a whole different effect from what i wish.
Skals SkalsLevel Designer
Posted 13 years ago2011-01-03 17:48:43 UTC Post #288621
then just give the func_water a "null" texture.

duh
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-01-03 20:36:33 UTC Post #288622
you wont get a mixed contents error with that?
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-01-03 20:46:19 UTC Post #288623
problem is I don't want to add func_waters in my map to avoid lag, but I guess I'll have to.
Stop being a pussy and use func_water, this is 2011. You won't find a better solution unless you want to use a func_illusionary filled with volumetric light, which is still the same thing just not as pretty.
Posted 13 years ago2011-01-03 21:09:50 UTC Post #288624
I agree with soup though.
Most of the mod crowd has computers that can run 9 copies of HL at once and still not lag out.
I would say build it with func_waters, and if you get lag, THEN fix it.
No use beating a horse if its not dead yet.
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-01-03 22:03:29 UTC Post #288625
I'd say forget about minimum spec with regards to Half-Life. Push the engine.
AJ AJGlorious Overlord
Posted 13 years ago2011-01-03 22:08:42 UTC Post #288626
Good God, we wouldn't even dream of suggesting things like this 5 years ago :P
Posted 13 years ago2011-01-03 22:16:42 UTC Post #288627
Why the hell not? If you don't push limits from time to time, you never get anywhere. Look at HL2; Valve could have used goldsource, but they pushed the limits beyond what was thought possible at the time.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-01-03 22:22:30 UTC Post #288628
TWHL was pretty conservative about keeping wpoly down way back when.
I got a lot of crap about it, but that also might be because I never really tried to optimize all those city-themed maps.
Posted 13 years ago2011-01-03 22:30:41 UTC Post #288629
When I did the Sydney Harbour Bridge map, it was a struggle for a lot of PCs. Couldn't even run it in OpenGL mode on my old computer...
AJ AJGlorious Overlord
Posted 13 years ago2011-01-03 22:36:12 UTC Post #288630
I see. Well before my time, though, so that'd explain why I didn't know.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-01-05 07:12:36 UTC Post #288680
Stop being a pussy and use func_water, this is 2011. You won't find a better solution unless you want to use a func_illusionary filled with volumetric light, which is still the same thing just not as pretty.
When run on a server with over 30 people? I don't think so. Give me proper constructive comments or gtfo.
Skals SkalsLevel Designer
Posted 13 years ago2011-01-05 10:50:02 UTC Post #288685
As skals says, the server will have 32 people on it, plus all the plugins for the deathrun mod. People playing cs usually have middle class PC's, and they can lag a lot.

Skals is a real hero for trying to make it with less lag as possible. :>
Stojke StojkeUnreal
Posted 13 years ago2011-01-05 12:43:07 UTC Post #288686
Uh yeah, he kinda gave the whole "what I'm making" thing away there xD, me and him are working on a deathrun map for cs1.6, deathrun is a type of game mode where the counter-terrorists go through a series of jumping challenges to reach the terrorist and kill him, while the terrorist presses buttons to activate traps to try to kill the counter-terrorists. It's a pretty fun little game type, and I'm kinda making the map for a large server containing people with not so good computers... so the whole trying to reduce w_poly thing will help a lot, usually I wouldn't care if it was SP, but yeah. Sorry for sounding like a twat in my previous comment but you shouldn't call me a pussy for trying to make my maps r_speeds as good as possible.
Skals SkalsLevel Designer
Posted 13 years ago2011-01-05 12:58:29 UTC Post #288687
Uh yeah, he kinda gave the whole "what I'm making" thing away there xD
Sowwy ;_;
Bad Stojke back to your cage >_<
Stojke StojkeUnreal
Posted 13 years ago2011-01-05 14:01:53 UTC Post #288688
I suggest that you try using a func_water with the null texture, like Joebama suggested, and that you set "Wave height" to 0. That might not cause lag.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2011-01-05 15:43:31 UTC Post #288690
ok, thank you.
Skals SkalsLevel Designer
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