Swimming in normal water

Quote from Leon on May 20, 2013, 5:18 pmgladly!
![]()
Let me explain the map a bit:
I have water on the ground so that the player has to jump into it right from the beginning in order to teach, that this type of water will not harm.
The water in the aquarium is not there yet but I have planned to allow the player to fill the aquarium by triggering the water dispender (by moving the water and refraction brushes out of the floor).
Thanks and good luck.
gladly!
Let me explain the map a bit:
I have water on the ground so that the player has to jump into it right from the beginning in order to teach, that this type of water will not harm.
The water in the aquarium is not there yet but I have planned to allow the player to fill the aquarium by triggering the water dispender (by moving the water and refraction brushes out of the floor).
Thanks and good luck.
Quote from FelixGriffin on May 20, 2013, 5:31 pmWater can't be on a brush entity. You would need a func_water_analog with a special analog texture.
Water can't be on a brush entity. You would need a func_water_analog with a special analog texture.

Quote from josepezdj on May 21, 2013, 5:59 amFelixGriffin wrote:Water can't be on a brush entity. You would need a func_water_analog with a special analog texture.This.
Leon, bare in mind that the textures you are using here must be slightly modified in order to make them be used with the func_water_analog (the only entity you can tie a water brush to), basically we have to change real-time reflections/refractions for pre-calculated ones. So these lines:
$reflecttexture _rt_WaterReflection
$reflectamount "0.4"OR
$refracttexture _rt_WaterRefraction
$refractamount "0.2"should be changed by these:
$forceenvmap 1
$envmap env_cubemap(You might want to take a look to this other thread/post related to this entity; I posted a couple of materials that might look good for your purposes too
)
Leon wrote:PS: My console is spamming this message
***** Trying to set a pixel shader that failed loading!*This is caused by the env_projectedtexture whenever the player gets underneath the water (you can see how underneath the water the environment is flickering). I spent quite some time in the past trying to make a translucent water material capable to avoid this problem to no avail; then I thought it must be a shader problem related with the impossibility of projecting shadows beyond the water surface. If you turn off the env_projectedtexture (and only leave light antities and light_spots), that error message is gone and no more flickering underneath the water.
Leon wrote:I removed the glass in my test map, as you said, and yes the black stuff was gone and the water looked nice from beneath! But it was still white on top.For a black tile texured pool, darker fog colours should look better. So change:
$fogcolor "{224 255 255}"
for a darker one as for example the following dark blue:
$fogcolor "{22 47 53}"
You should also change the fog colour in the water_transparent_beneath material because yuo'll see a whitey fog colour when you are underneath the water.
This.
Leon, bare in mind that the textures you are using here must be slightly modified in order to make them be used with the func_water_analog (the only entity you can tie a water brush to), basically we have to change real-time reflections/refractions for pre-calculated ones. So these lines:
$reflecttexture _rt_WaterReflection
$reflectamount "0.4"
OR
$refracttexture _rt_WaterRefraction
$refractamount "0.2"
should be changed by these:
$forceenvmap 1
$envmap env_cubemap
(You might want to take a look to this other thread/post related to this entity; I posted a couple of materials that might look good for your purposes too )
***** Trying to set a pixel shader that failed loading!*
This is caused by the env_projectedtexture whenever the player gets underneath the water (you can see how underneath the water the environment is flickering). I spent quite some time in the past trying to make a translucent water material capable to avoid this problem to no avail; then I thought it must be a shader problem related with the impossibility of projecting shadows beyond the water surface. If you turn off the env_projectedtexture (and only leave light antities and light_spots), that error message is gone and no more flickering underneath the water.
For a black tile texured pool, darker fog colours should look better. So change:
$fogcolor "{224 255 255}"
for a darker one as for example the following dark blue:
$fogcolor "{22 47 53}"
You should also change the fog colour in the water_transparent_beneath material because yuo'll see a whitey fog colour when you are underneath the water.
Quote from Fracture on August 9, 2013, 3:52 amwhat are your properties for the halflife2 water? I dont want to have to download mine all over again. Took forever the first time.
I am using the water_movingplane texture that i downloaded from another forum, but the surface itself is the only thing textured, as well as the bottom of said surface.
I wanted to make it a foggy blue
what are your properties for the halflife2 water? I dont want to have to download mine all over again. Took forever the first time.
I am using the water_movingplane texture that i downloaded from another forum, but the surface itself is the only thing textured, as well as the bottom of said surface.
I wanted to make it a foggy blue


Quote from josepezdj on August 9, 2013, 5:43 amHave you checked this post? it's already mentioned in my previoous post. Grab those materials and test if that is what you are looking for.
If you want to change the fog colour, open the .VMT file and change the values in the line $fogcolor
Have you checked this post? it's already mentioned in my previoous post. Grab those materials and test if that is what you are looking for.
If you want to change the fog colour, open the .VMT file and change the values in the line $fogcolor
Quote from Fracture on August 9, 2013, 7:10 pmah, okay. also is there particle imports i can use for large waterfalls? what hammer has is kinda small.
ah, okay. also is there particle imports i can use for large waterfalls? what hammer has is kinda small.
Quote from DaMaGepy on August 9, 2013, 9:47 pmFracture wrote:what are your properties for the halflife2 water? I dont want to have to download mine all over again. Took forever the first time.you can just extract HL2 things from the files that come with portal (I think):
..SteamSteamAppssource materials.gcf
or maybe from source 2007 shared materials.gcf
you can just extract HL2 things from the files that come with portal (I think):
..SteamSteamAppssource materials.gcf
or maybe from source 2007 shared materials.gcf
Quote from Fracture on August 10, 2013, 1:08 amI dont know what YOUR directory looks like but I aint got that in there. There are two appmanifest files and they are .ACF filetypes
josepezdj wrote:Have you checked this post? it's already mentioned in my previous post. Grab those materials and test if that is what you are looking for.That was my thread, remember?. Back when I had an even worse idea of what i was doing. And that water wasn't what i was looking for, it flowed like it was coming off an ocean. My water is motionlessly sitting in a tank. But it rises when a valve is opened. This is where i got the water i am using.
mapping-help/nature-water-movingplane-texture-does-not-exist-for-me-t4149.htmlTHIS is what i am trying to acheive. Everything I typed into the vtf does nothing
http://media.moddb.com/images/articles/ ... 543097.jpg
I dont know what YOUR directory looks like but I aint got that in there. There are two appmanifest files and they are .ACF filetypes
That was my thread, remember?. Back when I had an even worse idea of what i was doing. And that water wasn't what i was looking for, it flowed like it was coming off an ocean. My water is motionlessly sitting in a tank. But it rises when a valve is opened. This is where i got the water i am using.
mapping-help/nature-water-movingplane-texture-does-not-exist-for-me-t4149.html
THIS is what i am trying to acheive. Everything I typed into the vtf does nothing
http://media.moddb.com/images/articles/ ... 543097.jpg