Water rising & glass Created 19 years ago2005-02-28 09:53:34 UTC by Jage Jage

Created 19 years ago2005-02-28 09:53:34 UTC by Jage Jage

Posted 19 years ago2005-02-28 09:53:34 UTC Post #94124
1. Making a water rise? (I can't download example maps (so just tell how to do it (updating it to water tutorial would also help))).
2. Water/Glass transparency? When i set water transparent no matter how dark the room is (same problem with glass).
Posted 19 years ago2005-02-28 10:25:11 UTC Post #94126
Set up the water like a door (speed, direction which should be up, name), and then trigger the water like a door. For the second one, I don't know.
Posted 19 years ago2005-02-28 14:23:22 UTC Post #94165
2.:::> What? It sounds like you did'nt finish the question-->
When i set water transparent no matter how dark the room is...
Umm Continue!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-02-28 19:31:57 UTC Post #94293
I think what he tries to say is "When i set water transparent no matter how dark the room is...it is always bright". We always encounter it, and the only fix I can think of now is making the texture darker, saving it to a new texture, and using the new darkened texture. That way, it would still be all bright (to the game engine), but to the eyes, it's dark because of the texture.
Posted 19 years ago2005-03-01 04:11:25 UTC Post #94360
If that is what you meant, it is indeed unavoidable. Of course, you could have a one-unit-thick func_illusionary, textures with BLACK, and use env_renders to change its opacity to make the texture beneath look darker, that might work. If it doesn't at first, try different render modes.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-01 10:52:08 UTC Post #94399
Just don't use Glow, because that's only for sprites. And I don't think you want Additive, either. It makes glowing water!
Posted 19 years ago2005-03-01 13:51:16 UTC Post #94409
Ah, I meant for the thin BLACK brush on the top? I'm not sure additive would do anything with black. I'd go for Texture myself, but I've never tried it, just came to me in that last post.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-01 19:29:46 UTC Post #94503
Oh, I thought you meant the water brush...

But yeah, you would use Texture...but what are the env_renders for? Couldn't you just set the water's opacity instead of using env_renders? env_renders would be a waste of the compiler's entity space in this case unless you have light switches that turn the light on/off.
Posted 19 years ago2005-03-01 20:24:39 UTC Post #94509
ya do as seventh said.. use a thin brush over the top of the water tied to a func_illusionary.. "texture::90" you can also try setting up a cool effect using the original !water textures and the SCROLLwater.. this will make it look like its moving in a direction.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-03-02 04:10:00 UTC Post #94546
env_renders would be a waste of the compiler's entity space in this case unless you have light switches that turn the light on/off.
Sorry, I for some reason imagined he wanted to do this. Your way would of course be better if the surrounding lighting was to be static :).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-02 10:57:36 UTC Post #94580
Well either way, I think Seventh-Monkey's water and black idea is great, but what if you were under the water? Easy, surround the bottom with null, and in a poof, it's fixed. BUT, what if you wanted dark RISING water? Easy, instead of using a func_illusionary for the black layer, turn it into a non-triggerable non-solid func_door. Oh, and since water works like a door, make sure it travels far enough, but also still covers the floor. For example (yay, first post with bad ASCII drawing):
__________
||||||||||||||
~~~~~~~~~
(|, _, and = is water)
(~ is floor)
(lets say each character is 64 units thick)

When it raises, it would be like this:
__________
||||||||||||||
~~~~~~~~~
As you can see, if the player crouched, he could probably sneak under the water. Not realistic to have floating water, eh? Instead, do this:
__________
||||||||||||||
||||||||||||||
~~~~~~~~~
||||||||||||||
(Note: the floor also has some water)
And set lip to 192 (I think), so it will rise like:
__________
||||||||||||||
||||||||||||||
||||||||||||||
||||||||||||||
~~~~~~~~~
Just wanted to clear up a few slight errors.
Posted 19 years ago2005-03-02 11:02:38 UTC Post #94581
Oh, and to clear things up, I kinda messed up on some explanations.
(lets say each character is 64 units thick)
That meant "let's say each line is 64 units thick. That includes the characters showing the top and bottom of the water. For example:
____
|||||||
Would be 192 units high.
[quote]__________
||||||||||||||
~~~~~~~~~[/quote]
The forums kinda messed it up. It was intended to look like this:
__________
||||||||||||||
.
.
~~~~~~~~~
(ignore the dots)
(Note: the floor also has some water)
May sound confusing, but I meant: the floor brush is in the water brush, so the water brush is NOT 2 pieces. It is 1 that goes through the floor.
Posted 19 years ago2005-03-02 12:18:38 UTC Post #94589
ASCII drawings work very poorly on these forums.
Seventh-Monkey Seventh-MonkeyPretty nifty
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