Swimming in normal water

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ChickenMobile
2,460 Posts
Posted Aug 10, 2013
Replied 9 hours later
You might want to try fiddling around with the fog values within the .vtf and make the fog end a much larger number.
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Fracture
797 Posts
Posted Aug 10, 2013
Replied 3 hours later
i fiddled like the pied piper and I aint got nothing close to the desired effect. I was hoping someone would copy and paste THEIR values for such similair water
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HMW
806 Posts
Posted Aug 11, 2013
Replied 18 hours later
Is it even possible to have fog effects in a moving water volume? This page seems to indicate it isn't.
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Fracture
797 Posts
Posted Aug 12, 2013
Replied 18 hours later
Then how did they do it for the sludgey goo textures?
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josepezdj
2,386 Posts
Posted Aug 12, 2013
Replied 5 hours later

Fracture wrote:
ah, okay. also is there particle imports i can use for large waterfalls? what hammer has is kinda small.

Are you creating waterfalls? That needs so different materials! And not the func_water_analog entity but func_brushes textured with scrolling textures :wink:

Really, can you please explain what exactly are you attempting to make?

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ChickenMobile
2,460 Posts
Posted Aug 12, 2013
Replied 10 minutes later

HMW wrote:
Is it even possible to have fog effects in a moving water volume? This page seems to indicate it isn't.

Why would they even be included in the portal 2 water .vmt's at all then? Puzzling!

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zivi7
649 Posts
Posted Aug 12, 2013
Replied 8 minutes later
You can tie a seperated fog_volume to your moving water. I was working on something like that the other day. I'm a bit busy rght now, I'll see if I can post what I did later.

Edit:

It's nothing special actually. Just a fog_volume the same size as the fully "opened" moving water. And a trigger_multiple slightly under the surface (so it doesn't get triggered when the player touches the water but his view is still above it) parented to the moving water to toggle the fog effect. It'll probably not look as fancy as a normal _underneath texture, but it's at least something.

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Fracture
797 Posts
Posted Aug 13, 2013
Replied 18 hours later

josepezdj wrote:
Fracture wrote:

ah, okay. also is there particle imports i can use for large waterfalls? what hammer has is kinda small.

Are you creating waterfalls? That needs so different materials! And not the func_water_analog entity but func_brushes textured with scrolling textures :wink:

Really, can you please explain what exactly are you attempting to make?

The waterfall is separate from the water, It is activated by turning a valve and it comes flowing flowing from a spout near the ceiling and causes the water to rise in this room so the player can reach a higher level of the map. I currently have the erase gel as a substitiute for this water coming from the spout. It is not a good fit cause when you are underwater, you feel like you're just in zero gravity

zivi7 wrote:
a fog_volume the same size as the fully "opened" moving water. And a trigger_multiple slightly under the surface (so it doesn't get triggered when the player touches the water but his view is still above it) parented to the moving water to toggle the fog effect.

the fog volume doesn't really seem necessary with a trigger involved. But it finally got the desired effect. thanks

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FelixGriffin
2,680 Posts
Posted Aug 13, 2013
Replied 6 hours later
Ask HMW if you can borrow the waterfall area from A Beam Too Far?
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Fracture
797 Posts
Posted Aug 14, 2013
Replied 1 day later
the search engine keeps giving me a general error when I look for that guy and his map. I think it has a 4 digit minimum search protocal or something
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FelixGriffin
2,680 Posts
Posted Aug 14, 2013
Replied 1 hour later
A Beam Too Far? It's on the first page of downloads. :razz:

http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2361

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ChickenMobile
2,460 Posts
Posted Aug 14, 2013
Replied 4 hours later
Hey tmast, scroll up on page 2 and hes about 6 posts above your latest post.
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Tmast98
210 Posts
Posted Aug 14, 2013
Replied 53 minutes later

ChickenMobile wrote:
Hey tmast, scroll up on page 2 and hes about 6 posts above your latest post.

???? I don't remember posting here.

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ChickenMobile
2,460 Posts
Posted Aug 15, 2013
Replied 8 hours later
Sorry I meant Fracture! You guys have similar pictures of turrets...
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Tmast98
210 Posts
Posted Aug 15, 2013
Replied 6 hours later

ChickenMobile wrote:
Sorry I meant Fracture! You guys have similar pictures of turrets...

:lol: No problem, I was just really confused for a half hour :lol:

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Fracture
797 Posts
Posted Aug 15, 2013
Replied 2 hours later
o_o