Tiled Goo Texture?

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Courier6
10 Posts
Posted Oct 21, 2011
I added toxic goo to my map, but when I run it in-game, the goo texture is repeatedly tiled and looks horrible. I tried fitting it to the brush, but it's still tiled (albeit less than before) and there's a distinct line running down the middle of the brush where I guess the texture's edge would be.

The VDC doesn't say anything about this (it just says to apply the right texture), so what's the correct way of creating toxic goo?

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spongylover123
944 Posts
Posted Oct 21, 2011
Replied 22 minutes later
What kind did you used?
Just use toxic_slime002a
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Courier6
10 Posts
Posted Oct 21, 2011
Replied 1 hour later
There are 43 different textures for the toxic goo (that are showing for me), I'd rather not limit myself to using the same one in every single map.

I'm currently using nature/toxicslime_a2_laser_over_goo since I'm working on a map in the destroyed theme.

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spongylover123
944 Posts
Posted Oct 21, 2011
Replied 30 minutes later
Is it checker tiled in hammer or the actual game?
Just try it with a different toxic slime first
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Robdon
204 Posts
Posted Oct 21, 2011
Replied 28 minutes later
Is the goo split over multiple brushes, next to each other, and the lines come where the brushes meet?

If so, multi-select all the faces you want to be goo, and in the texture tool, click the 'Treat as one' box...

Also, compiling for HDR makes the goo look MUCH better...

I think that did it for me...

Rob,

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iWork925
1,080 Posts
Posted Oct 21, 2011
Replied 1 hour later
Um? "fit" in the face edit window?
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Robdon
204 Posts
Posted Oct 21, 2011
Replied 1 hour later
Opps, yes sorry 'fit'... was at work without hammer :smile:

Also, if you're using the 'toxicslime_a_2laser_over_goo' texture, then that does have lines across it, u need to use another texture.

Rob.

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HMW
806 Posts
Posted Oct 21, 2011
Replied 1 hour later
The reason that there are so many goo textures is the flow map that they use. This flow map directs the shape of the currents that you see on the surface (little particles floating around etc), and to make it look realistic it must match the shape of the level.

geeky details
||For example, here's the one for the "trust fling" map:

sp_a2_trust_fling_hflowmap.png

The brown areas are walls or other solid pieces sticking out of the water, and the coloured bubbles are what makes it appear to flow an churn around.

(I think that the entrance is in the top right corner, and the exit is on the left side, about 2/3 down. The lines at the top are probably where the alcove is with the two portal panels and the Rat Man's den. Also, two of the launchpad islands are clearly visible near the centre.)||

If you don't want to make your own goo texture, the best thing to do is to try out different textures and see which one works best with your map. As Robdon said, as long as you avoid the ones that have obvious lines (walls) on them, you should be able to get a pretty decent result.