Water movent Created 17 years ago2006-07-02 03:34:43 UTC by organika organika

Created 17 years ago2006-07-02 03:34:43 UTC by organika organika

Posted 17 years ago2006-07-02 03:34:43 UTC Post #187908
Hi there, i have been workng on a map and i want to try something new. I have added some water to it and what i would like to accomplish is for the water to actually move in a certain direction. I have seen this done before on some surf maps and on the map cpl_contra, IE: the green canal. If anyone knows of a tut somewhere on how to make the water have a current and increase the speed of the water plz let me know. Any help would be greatly appreciated. Thanks
Posted 17 years ago2006-07-02 04:39:36 UTC Post #187910
http://www.gamedesign.net/node/875

scroll down to 'waterfall', same method for running water.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-02 04:50:06 UTC Post #187911
this is the source forum, penguinboy
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-07-02 07:17:57 UTC Post #187928
whoops, well i'm sleepy -_-
arent all the moving water in source models?
havent played around with water yet in source
anyway, i never read the forum, i just click the link on the front page, so meh. -_-
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-04 00:23:00 UTC Post #188344
func_water_analog ? This is what I used for my moving water in Glass_War. But maybe you want to do something more complex..
Posted 17 years ago2006-07-04 04:04:37 UTC Post #188369
Yes sm0key that is it, do you know of a tut anywhere on how to use func_water_analog? Sorry if i am so much trouble.
Posted 17 years ago2006-07-04 22:25:12 UTC Post #188529
No trouble at all my friend. It's just a linear movement you understand. Not flowing water... But it's real simple, just assign your nodraw brush to func_water_analog and have some kind of triggering mechanism like a button or w/e to make it move, don't forget to put the distance you want it to move etc. Apply your water texture to the top, then place a water_analog entity and env_cubemap (pick brushes for reflection) over the top too and you should be all set.
Posted 17 years ago2006-07-04 22:50:11 UTC Post #188531
Another alternative is making a regular water brush, and then placing a semi transparent func_conveyor with a scroll-texture material.
I did this in my upcoming version of cs_fallingwater and it looks good.
Posted 17 years ago2006-07-04 22:57:08 UTC Post #188533
lol so the hl1 method works in source -_-
Penguinboy PenguinboyHaha, I died again!
You must be logged in to post a response.