General help with my map (Title changed)

Avatar
Welsh Mullet
23 Posts
Posted Apr 02, 2010
I was wondering, if i got some dynamic water for source, could i use this to activate a trigger to raise some normal source water? and do cubes float in water, and if not, can they be made to?

Edit: changed title as i will be asking questions that are not about the physics water.

Advertisement
Registered users don’t see ads! Register now!
Avatar
msleeper
4,136 Posts
Admin
Posted Apr 02, 2010
Replied 2 hours later
You can't get dynamic water in Source. This idea was toyed with during Portal's development but it was cut because Source is way underpowered. Maybe in Portal 2, though.

Cubes sink, they're made of metal.

Avatar
Nacimota
345 Posts
Posted Apr 03, 2010
Replied 4 hours later
I think you would have to reprogram some of the fundamental elements of the engine in order to achieve dynamic water on a practical level, and then it wouldnt be source anymore.

Besides, running a decent fluid simulation in real time is a little much for the consumer level hardware of today.

Avatar
Welsh Mullet
23 Posts
Posted Apr 03, 2010
Replied 7 hours later
http://www.youtube.com/watch?v=YTugivcG64Q
Dynamic water (to a limited extent) has already been achieved in the source engine. Could i get it to activate a trigger though?
And if cubes don't float, are there any portal items that do? or would i have to make my own?
Avatar
msleeper
4,136 Posts
Admin
Posted Apr 03, 2010
Replied 2 hours later
Those are just particles, and they don't behave anything like real water would. Moreover, you would have to make a mod to add the code for them, and you can't make a mod of Portal since the source code has not been released.
Avatar
Welsh Mullet
23 Posts
Posted Apr 03, 2010
Replied 1 hour later
Why would i need to make a mod?
Can't you use custom particles in a map?

Edit: for example, this is in Gmod, no source code edits
http://www.youtube.com/watch?v=i6VrN2UvGjo&feature=related

Avatar
hanging_rope
435 Posts
Posted Apr 05, 2010
Replied 2 days later
Unrelated to recent posts, but you can make a trigger_push to get the cubes to sort of float.
link: http://developer.valvesoftware.com/wiki/Trigger_push
It will require some other entities though
Avatar
Welsh Mullet
23 Posts
Posted Apr 10, 2010
Replied 4 days later
I've done some testing, and the sphere kinda half-floats. This may be enough for what i want to do with it, but i could use a Trigger_push if it's not enough. Could i make it only push a sphere/cube?
Avatar
Nacimota
345 Posts
Posted Apr 10, 2010
Replied 20 minutes later
You should be able to use a filter with a trigger_push just like any other trigger.
Avatar
Welsh Mullet
23 Posts
Posted Apr 10, 2010
Replied 3 hours later
can i make a cylinder of water? and similarly, can i cut a cylinder out of some water?
(so i can put a tube into it that is "Water tight")
Avatar
Nacimota
345 Posts
Posted Apr 10, 2010
Replied 10 minutes later

Welsh Mullet wrote:
can i make a cylinder of water? and similarly, can i cut a cylinder out of some water?
(so i can put a tube into it that is "Water tight")

I can't think of a reason why that wouldn't be possible. I do hope when you say cut you don't mean carve though; carving with complex brushes like cylinders is not a good idea

Avatar
hanging_rope
435 Posts
Posted Apr 14, 2010
Replied 4 days later

I just realised something:
Do you just want the "dynamic water" to drain?
If so, you can use this:

http://developer.valvesoftware.com/wiki ... ter_analog

Avatar
Welsh Mullet
23 Posts
Posted Apr 19, 2010
Replied 4 days later
What I want to do is use particles as a kind of water. These particles must be used with a set-up of portals to get the particles to a trigger, which then raises the water level in a vertical pipe. The it a sphere in the pipe, and the rising water brings it to the top so you can put it on a button.
Avatar
Welsh Mullet
23 Posts
Posted Apr 22, 2010
Replied 3 days later
I do plan to use func_water_analog in the level, in the pipe and the lower part of the level.
It's going to do the real work in the level, as the water particles have a limited life span before they disappear. I want to get the particles to pass through a trigger in the pipe which will raise the func_water_analog, which will allow you to open a door that leads to an observation room. From here you will be able to drain the water from the lower half of the level to continue.
Advertisement
Registered users don’t see ads! Register now!
Avatar
hanging_rope
435 Posts
Posted Apr 23, 2010
Replied 9 hours later
It sounds like you know what you are doing. I hope this is so.