Water currents demonstration

Half-Life HL
Water currents demonstration by Admer456
Posted 2 years ago2016-04-01 17:57:31 UTC • Examples • Half-Life
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Name
Water currents demonstration
By
Admer456 Admer456
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
BSP, BSP
Created
2 years ago2016-04-01 17:57:31 UTC
Updated
2 years ago2016-04-02 17:39:24 UTC
Views
1304
Downloads
210
Comments
9
Rating
5.00 (1)
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This is a demonstration of the unheard water current textures.

The map features some examples of how do they work and how to use them. The texture type is very buggy in some cases, and from what I've seen:

The brushes using this texture don't need to be turned into entities! It's a good thing, but that clips world brushes :(

I have predicted some good uses for this texture type, just so you, potential mappers could know:

The "!cur_up" texture can be used as a 'bouncy' texture which throws the player upwards, which can be used well in parkour maps, and/or maps which rely on "flying" with the tau cannon.

If anyone wants to make these textures, please follow the naming conventions otherwise it wouldn't work:

!cur_0; !cur_90; !cur_180; !cur_270; !cur_up; !cur_dwn (without the ; signs)

Update: I included an RMF of the map

9 Comments

Commented 2 years ago2016-04-01 18:36:52 UTC Comment #16894
It's just WOW!!!!!

If i make a grass texture named "!cur_up", will it make me bounce upwards??? That means we don't need "trigger_push" & "trigger_gravity" entities, right?

Voted: 5/5 stars :D
Commented 2 years ago2016-04-01 22:39:30 UTC Comment #16895
Mind including the RMF?

It's neat if it works, but given that trigger_push could do the same things without clipping brushes or being restricted to a single texture, I'm not surprised this never took off =P
Commented 2 years ago2016-04-02 06:37:02 UTC Comment #16896
I will include the .rmf, as soon as I convert it to an .rmf, since... I use Jackhammer, and it has poorly exported .rmf files. But I know a way: Export as .rmf, open it in Sledge, and then save it as an .rmf.

It's funny how I uploaded it on the 1st of April, but it's not a joke, seriously.
Commented 2 years ago2016-04-02 11:55:56 UTC Comment #17121
@Admer456

Wait... Are you using mulitple programs for map creating??
Commented 2 years ago2016-04-02 16:14:42 UTC Comment #17126
@kamyon95

I use Jackhammer to create the maps, while Sledge is used by me to convert them correctly, because Jackhammer doesn't export .rmfs very well. When I open Jackhammer's .rmfs with VHE I get errors, so I have to do it this way: Jackhammer>Sledge>Valve Hammer Editor. But it works relatively well.

As for the other programs:

paint.NET and wally (for textures)
Sprite Explorer
Corel VideoStudio Pro X7 (video production)
FL Studio 11 & Goldwave (for sounds & music)

So, I apparently use a lot of them...
Commented 2 years ago2016-04-03 08:27:40 UTC Comment #20645
If you follow that process for mapping, you should do other things that way too:

Textures: InkScape > Adobe Illustrator > Corel Draw > Gimp > Adobe Photoshop > Paint.net > Wally
Models: AutoCAD > 3DS Max > Rhino 3D > Blender > Maya

As for the map, if this clips world geometry because it isn't an entity, you could always leave a 1-unit wide gap between it and the world.
Commented 2 years ago2016-04-03 15:15:27 UTC Comment #18371
Actually, I use 3 editors only for .rmf production, only.

Everything else is a... "one-way street". Including textures, models, sounds etc. Although, that "factory conveyor" method could be used on making some of the content (textures, models and such).
Commented 2 years ago2016-04-05 20:25:40 UTC Comment #18612
good find :D how do you know about these :D ?
Commented 2 years ago2016-04-07 17:47:27 UTC Comment #18609
@Trempler

I accidentally found them on this site: http://www.slackiller.com/tommy14/hltexture.htm

I'm sorry for not being able to link it properly because I don't know a lot of BBCode formatting.

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