Running Toxic Water

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BlackBird Studios
104 Posts
Posted Feb 21, 2012
Well, looking at the way our map is setup, it is to late to re-create the image so I brought up a suggestion with my team and they loved it, problem is we don't know if it is possible and if it is, how to do it. The map is at its limit but I would be willing to delete unimportant stuff to make the dream come alive.

[Idea/Help]
What we would like to do is have toxic slime start from the bottom of the map and work its way up. We would like it to have the effect that the map is being filled up with toxic slime is a slow manner. We would of course like to have this activated from a trigger so it doesn't start right away. Also with that, if this is possible, we would like to know how to make an animation or use an animation of water being dispenced out of something, making it look like it is being poured out of something. This bit is not important more so than the actual slime creeping up from the bottom of the map. If you know how to do this or can show of a video tutorial that would be greatly appreciated.

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spongylover123
944 Posts
Posted Feb 21, 2012
Replied 13 minutes later
Its a func_water_analog.
I dont know why you would ask, you could've googled or search this site.
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BlackBird Studios
104 Posts
Posted Feb 21, 2012
Replied 1 hour later
Nevermind I believe I think I got it.. I really didn't know what to start to search for, did a search for like running water on google for hammer and weird videos popped up. Thanks.
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wrathofmobius
216 Posts
Posted Feb 21, 2012
Replied 4 minutes later
Search the VDC. https://developer.valvesoftware.com/wik ... ter_analog
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BlackBird Studios
104 Posts
Posted Feb 21, 2012
Replied 1 hour later
Alright spongy, I did what you said but now when I recompile the map and go to noclip mode, I see this yellow bright box appearing which covers half of the map. Would you know what could be causing this??
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NunamedDragon
39 Posts
Posted Feb 23, 2012
Replied 1 day later
Does the bright Yellow Box, say "nodraw"
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beecake
484 Posts
Posted Feb 23, 2012
Replied 2 hours later
I tried doing the same, and had problems too. What people told me was that it is as good as impossible to make water/toxic move. Instead try make the whole room move and let the water stay where it is.
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Brainstone
401 Posts
Posted Feb 23, 2012
Replied 20 minutes later

beecake wrote:
Instead try make the whole room move and let the water stay where it is.

Now that's what I call ineffective.

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BlackBird Studios
104 Posts
Posted Feb 23, 2012
Replied 4 hours later
Yeah, sorry, but my room is to impossible to move. I know it is not a nodraw, because first of all it does not show up at all in hammer, it is coompletly invisible in hammer, but when I launch portal 2 and I come down the elevator, the character goes through this yellow box and then when you look up, it is black. I go into noclip mode and zoom out a bit and I see this big bright yellow box that covers half of my map. I thought for some reason maybe the hint boxes were causing it (By the way I don't know what hint boxes do in the first place so that's why I did it), no luck. Then I deleted the actual moving water and the yellow box was gone.

I don't have anything else other than a wall that I switched to a water_func thing by hitting CTRL "T" (I think) and I adjusted the speed of it and that is all. If I am missing anything or someone knows the solution to this problem please let me know. I hate to go with option two because it is such a boring solution but things will have to be how they have to be. Thanks everybody for commenting on possible solutions to try.

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spongylover123
944 Posts
Posted Feb 23, 2012
Replied 6 minutes later
Try using a different texture.
But use the ones from hl2 or Portal.
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CamBen
973 Posts
Posted Feb 23, 2012
Replied 3 hours later
you could put the water parented to a very slow pathtrack. I actually was going to make a map like this a while to go, with my new futuristic map.
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BlackBird Studios
104 Posts
Posted Feb 24, 2012
Replied 22 hours later
I can't seem to find a good texture, all the water textures either have this purple-black square reflection in the water and when compiling the map they make the walls that the texture touches invisible. Am I suppose to put something under the water texture, and do keep in-mind that this texture is covering up a really-really-really big part of the map. The map measurements are 6933 square units by 7532 square units. That is just one part of the map though lol. Tell me if this helps fix the issue or not. Thanks again for the attempt on helping me with this situation.
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spongylover123
944 Posts
Posted Feb 24, 2012
Replied 6 minutes later
the purple and black reflections are unbuilt cubemaps, not the texture.
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BlackBird Studios
104 Posts
Posted Feb 24, 2012
Replied 41 minutes later
I decided to take a pic of what the yellow box looks like just incase people are confused on what I am experiencing...
Images 1
Post image 1
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Another Bad Pun
516 Posts
Posted Feb 24, 2012
Replied 4 minutes later
The new p2 water shaders are not designed to be moved using func_water_analog, so I don't think it's possible unless you fake it. Of course, you could always use moving death fields instead.
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BlackBird Studios
104 Posts
Posted Feb 24, 2012
Replied 10 minutes later
Well I am trying to make this curtain scene that seems to only work with the toxic goo. I wish I knew which toxic goo was good enough just for standing still. Everyone I try either makes some of my map dissappear or it doesn't show up at all even when it is there. If someone could tell me which goo is perfect to use for normal stand-alone goo I will be able to manage my map this way.
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spongylover123
944 Posts
Posted Feb 24, 2012
Replied 11 minutes later
water_movingplane
water_movingplane_beneath
I only recommend using beneath, if you dont want the player to swim in the water, instead, kill them.
(These are source materials)
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BlackBird Studios
104 Posts
Posted Feb 24, 2012
Replied 27 minutes later
What is a source material? I typed in water_movingplane in the filter box and I don't see anything with those names..
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spongylover123
944 Posts
Posted Feb 24, 2012
Replied 8 minutes later

BlackBird Studios wrote:
What is a source material? I typed in water_movingplane in the filter box and I don't see anything with those names..

Its in source materials gcf in the steamapps folder, you have it if you have source sdk.

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BlackBird Studios
104 Posts
Posted Feb 24, 2012
Replied 10 minutes later
I have sdk_content and sdk_tools. Do you have to download the source materials gfc from somewhere?