Water texture that isn't actually water?
Quote from ChickenMobile on July 26, 2014, 11:06 amI've been trying to create a texture that looks and has all the compiled water shaders but isn't actually water. The whole point of this is I want to remove/hide the water at some point in the map.
Just disabling the drawing of water won't cut it as the player needs to walk through this area.Removing the $compilewater or changing it from Water to LightMappedGeneric inside the .vmt does some nasty ass rendering.
Any ideas?
- Code: Select all
LightMappedGeneric
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/c3m2_hflowmap_a"
$flow_normaluvscale 155.0
$flow_worlduvscale 0.5
$flow_timeintervalinseconds 0.2
$flow_uvscrolldistance 0.075
$flow_bumpstrength 0.4
$flow_timescale 0.35
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0005
$flow_debug 0
$reflecttexture _rt_WaterReflection
$reflectamount "0.4"
$reflecttint "{ 190 190 190 }"
$reflectskyboxonly 1
$reflectonlymarkedentities 1
//$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 60
$lightmapwaterfog 1$fogcolor "{ 90 70 20 }"
$flashlighttint 1
//"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime$pseudotranslucent 1
$waterblendfactor 0.75
}Edit: Perhaps I could make two areas that look the same through world portals, but much obliged if this could be avoided.
I've been trying to create a texture that looks and has all the compiled water shaders but isn't actually water. The whole point of this is I want to remove/hide the water at some point in the map.
Just disabling the drawing of water won't cut it as the player needs to walk through this area.
Removing the $compilewater or changing it from Water to LightMappedGeneric inside the .vmt does some nasty ass rendering.
Any ideas?
- Code: Select all
LightMappedGeneric
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/c3m2_hflowmap_a"
$flow_normaluvscale 155.0
$flow_worlduvscale 0.5
$flow_timeintervalinseconds 0.2
$flow_uvscrolldistance 0.075
$flow_bumpstrength 0.4
$flow_timescale 0.35
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0005
$flow_debug 0
$reflecttexture _rt_WaterReflection
$reflectamount "0.4"
$reflecttint "{ 190 190 190 }"
$reflectskyboxonly 1
$reflectonlymarkedentities 1
//$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 60
$lightmapwaterfog 1$fogcolor "{ 90 70 20 }"
$flashlighttint 1
//"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime$pseudotranslucent 1
$waterblendfactor 0.75
}
Edit: Perhaps I could make two areas that look the same through world portals, but much obliged if this could be avoided.
Quote from FelixGriffin on July 26, 2014, 11:26 amPut a world portal over the surface of the water; when it's off the water is there, when it's on it's not. That's the best I can think of at the moment.
Put a world portal over the surface of the water; when it's off the water is there, when it's on it's not. That's the best I can think of at the moment.
Quote from ChickenMobile on July 26, 2014, 11:29 amFelixGriffin wrote:Put a world portal over the surface of the water; when it's off the water is there, when it's on it's not. That's the best I can think of at the moment.That is a worse solution than my edit solution... :S.
Suppose josepezdj might know some things?
That is a worse solution than my edit solution... :S.
Suppose josepezdj might know some things?
Quote from CamBen on July 26, 2014, 2:02 pmI guess you could try looking at the texture on those weird orange tubes of liquid in kleiner's office, if you have hl2. They aren't real liquid textures, but they're pretty convincing.
I guess you could try looking at the texture on those weird orange tubes of liquid in kleiner's office, if you have hl2. They aren't real liquid textures, but they're pretty convincing.
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Quote from FelixGriffin on July 26, 2014, 3:59 pmOther than world portals, I don't think there's a way to get "expensive" (real-time reflecting) water to appear and disappear. Depending on your layout you could move the floor up a little bit to make the water go away, but that's even worse.
Other than world portals, I don't think there's a way to get "expensive" (real-time reflecting) water to appear and disappear. Depending on your layout you could move the floor up a little bit to make the water go away, but that's even worse.
Quote from TeamSpen210 on July 26, 2014, 4:49 pmThis is pretty much what you want. You'd have to port the special water textures from another game, and I'm not sure if Portal 2 even has the func_water_analog entity. It works basically like func_movelinear.
This is pretty much what you want. You'd have to port the special water textures from another game, and I'm not sure if Portal 2 even has the func_water_analog entity. It works basically like func_movelinear.
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Quote from RustyDios on July 26, 2014, 6:10 pmCan you not just turn the water brush into a func_brush and disable it when needed ?.. (and also disable the kill triggers ?) ....
Can you not just turn the water brush into a func_brush and disable it when needed ?.. (and also disable the kill triggers ?) ....
Quote from User on July 26, 2014, 6:26 pmRustyDios wrote:Can you not just turn the water brush into a func_brush and disable it when needed ?.. (and also disable the kill triggers ?) ....This will not work.
This will not work.
Quote from Another Bad Pun on July 26, 2014, 7:20 pmPortal 2 doesn't support func_water_analog; I'm almost positive. If you feel insane enough, you could fake the effect by moving the whole room and not the water. Honestly, that sounds awful, so I would either fake it with world-portals or use a 3D skybox trick. I'm not entirely sure about this, but you could create the actual water in a 3d skybox and position it so it shows up inside the level. It would be a "mirage", and when you needed to you could disable the 3D skybox camera (I'm pretty sure you can do that) to make the water disappear.
Things that might make this method impossible:
-Water not showing up due to actual world geometry overlapping it
-Gross reflections
-You would have to pair it with invisible waterMight take some time, but who knows what could happen?
Portal 2 doesn't support func_water_analog; I'm almost positive. If you feel insane enough, you could fake the effect by moving the whole room and not the water. Honestly, that sounds awful, so I would either fake it with world-portals or use a 3D skybox trick. I'm not entirely sure about this, but you could create the actual water in a 3d skybox and position it so it shows up inside the level. It would be a "mirage", and when you needed to you could disable the 3D skybox camera (I'm pretty sure you can do that) to make the water disappear.
Things that might make this method impossible:
-Water not showing up due to actual world geometry overlapping it
-Gross reflections
-You would have to pair it with invisible water
Might take some time, but who knows what could happen?
Quote from FelixGriffin on July 27, 2014, 12:13 amFunc_water_analog does work in Portal 2 (or at least it did last year...it might have broken in an update), but you need to use the P1 goo texture with it.
Func_water_analog does work in Portal 2 (or at least it did last year...it might have broken in an update), but you need to use the P1 goo texture with it.