Help with fire rings and clear tubes please

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cornontheCoD
150 Posts
Posted Jan 24, 2008
Ok, so I am making my first map ever, and I was looking for tutorials everywhere about the hazard water in portal and I couldn't find it.

How do I make it so I will die when I fall in the water, and also how do I make it flow like water like it is in the game.

lastly, I was wondering how to do one more thing. I have a section in the map where you have to fling yourself through rings and land on a platform. I got the rings all set up and it works fine, but I was thinking I could make them flaming rings. I dont want the fire to hurt the player, though, just a visual thing. how would I do that?

as this is my first map ever, any help would be appreciated, especially any click-by-click walkthroughs

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bizob
186 Posts
Posted Jan 24, 2008
Replied 3 hours later

First off, welcome to ThinkingWithPortals.com! You'll love this place, great info and tutorials and tons of nice helpful folks on some very active forums, all run by a very involved staff (msleeper: pm me and tell ya where to send my free TWP hat).

A little tip for you, don't just look in the "Wiki/Tutorials" section, search the forums as well. You will find some tutorials in the forums that just haven't made their way onto the official Tutorial section. Here's some links you'll definitely want to bookmark:

http://www.halfwit-2.com/

http://www.interlopers.net/

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

I'm pretty new at mapping with Hammer myself but I can help some with the hazard water. Here goes:

Make a brush where you want your water to be. Make the top texture nature/hazard_liquid.
Press ctrl+T to tie the brush to an entity. Set the Class Name to func_water_analog.
Now create a brush with the tool/trigger texture. Make this brush the same width and depth as your func_water_analog brush. Some people make it half the height as the water, others the same height-what ever floats your boat.
Press ctrl+T to tie the brush to a trigger_hurt entity. Set Damage Type to CHEMICAL.
The Damage property will determine how much damage is done each half of a second. I set mine to 100. The player will die after about 2 seconds, not too slow, not too fast.
On the Flags tab, make sure only Clients is checked.
You can set the speed and distance properties as well, although I can't seem to get my water flowing as well as I'd like.

Hope this helps.

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cornontheCoD
150 Posts
Posted Jan 25, 2008
Replied 20 hours later
ok, thanks for the help, I haven't tried it yet but it looks like it will work. Does any1 know how to do the flaming ring thing? Also, I dont know if I should start a new topic for this, but i'm trying to put a cube transport tube in the level, and it works, but its white, not clear. (i already tried changing the skin, that didint work)
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Hober
1,180 Posts
Posted Jan 25, 2008
Replied 3 minutes later
No new thread needed, just edit the title and contents of the original post in this thread and I expect help will be along presently.
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cornontheCoD
150 Posts
Posted Jan 25, 2008
Replied 1 hour later
the water works great! the only problem is that it looks really weird when I fall in the water. ( i think i know how to fix it though)
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cornontheCoD
150 Posts
Posted Jan 25, 2008
Replied 20 minutes later
ok the water looks fine now, but it won't move in any direction (I even tried changing the speed and direction
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Ricotez
738 Posts
Posted Jan 26, 2008
Replied 11 hours later
Hmm, probably the best way to create the illusion of moving water is by having debris and gibs move through it. Use a func_tracktrain and path_tracks for that.

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

Simply create a small func_tracktrain, create a piece of debris, make the func it's parent, and let the func follow the path_track at the desired speed. A little bit more advanced is to make the debris teleport when it's on the last path (out of sight) so it will reappear at the first path (also out of sight) and move in a loop.

How to make the texture look like moving water? I really don't know, but moving debris should make it look like moving water more than enough.

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NykO18
183 Posts
Posted Jan 26, 2008
Replied 5 hours later

Ricotez wrote:
Hmm, probably the best way to create the illusion of moving water is by having debris and gibs move through it. Use a func_tracktrain and path_tracks for that.

Hmm, no, that's definitly wrong.
Simply use real debris (prop_physics with junk models like bottles or papers and with the "debris" flag checked) and use a trigger_push to push them in the right direction. Because they're floating in the water, there's no need for a huge pushing force as there is no friction. It will also affect the player if you check the "client" flag of the entity.

Ricotez wrote:
How to make the texture look like moving water?

Make your own version of the water material's VMT file and add a proxy to it.

"Proxies"
{
   "TextureScroll"
   {
      "texturescrollvar" "$basetexturetransform"
      "texturescrollrate" .5
      "texturescrollangle" 90
   }
}
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cornontheCoD
150 Posts
Posted Jan 26, 2008
Replied 1 hour later
thanks for the help! where exactly do I type that code, though?
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Ricotez
738 Posts
Posted Jan 27, 2008
Replied 16 hours later
prop_physics?

...

sorry, my fault. I'm still a noob with Hammer...

for the code, you have to create a whole new material, that's kinda tricky.
Maybe you should check this out:

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

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NykO18
183 Posts
Posted Jan 27, 2008
Replied 45 minutes later
Here is the original VMT for this material :

// envmaptint_fix
"LightmappedGeneric"
{

   "$basetexture" "nature/hazard_liquid"

   "$selfillum" 1
   "$surfaceprop" "slime"
   "$envmap" "env_cubemap"
   "$envmaptint" "[ .50 .45 .45 ]"
   "$envmapcontrast" "1"

   "%keywords" "portal"
   "%compileSlime" 1
   
   "$bottommaterial" "nature/hazard_liquid_beneath"
   
   "$fogenable" 1
   "$fogcolor" "{72 70 10}"
   "$fogstart" 1.00
   "$fogend" 100.00

   // Use scrolling animated textures on DX9 hardware
   ">=DX90"
   {
      "$bumpmap"  "dev/waterA_normal"      // These two slide...
      "$bumpmap2" "dev/waterB_normal"      // ...against each other
      "$bumpmask" "dev/flat_normal"      // This holds still and alpha masks to get final normal
   }

   "<DX90"
   {
      "$bumpmap" "Nature/slime_normal"
   }
   
   "LightmappedGeneric_NoBump_DX8"
   {
      "$basetexture" "Nature/hazard_liquid"
      "$basealphaenvmapmask" 1
      "$envmaptint" "[ 0.1 0.08 0.08 ]"
   }

   "Proxies"
   {
       
      "TextureScroll"
      {
         "texturescrollvar" "$bumptransform"
         "texturescrollrate" .025
         "texturescrollangle" -35.00
      }
      "TextureScroll"
      {
         "texturescrollvar" "$basetexturetransform"
         "texturescrollrate" .010
         "texturescrollangle" -35.00
      }
   }
}

So... actually, there's little to do :

"LightmappedGeneric"
{
   "$basetexture" "nature/hazard_liquid"
   "$selfillum" 1
   "$surfaceprop" "slime"
   "$envmap" "env_cubemap"
   "$envmaptint" "[ .50 .45 .45 ]"
   "$envmapcontrast" "1"

   "%keywords" "portal"
   "%compileSlime" 1
   
   "$bottommaterial" "nature/hazard_liquid_beneath"
   
   "$fogenable" 1
   "$fogcolor" "{72 70 10}"
   "$fogstart" 1.00
   "$fogend" 100.00

   ">=DX90"
   {
      "$bumpmap"  "dev/waterA_normal"
      "$bumpmap2" "dev/waterB_normal"
      "$bumpmask" "dev/flat_normal"
   }
   
   "<DX90"
   {
      "$bumpmap" "nature/slime_normal"
   }
   
   "LightmappedGeneric_NoBump_DX8"
   {
      "$basetexture" "nature/hazard_liquid"
      "$basealphaenvmapmask" 1
      "$envmaptint" "[ 0.1 0.08 0.08 ]"
   }

   "Proxies"
   {
      "TextureScroll"
      {
        "texturescrollvar" "$basetexturetransform"
        "texturescrollrate" .5
        "texturescrollangle" 90
      } 
   }
}

You put that in your own VMT file, in a folder, in the materials'folder of portal, and that's all. You have a modified version of the slime texture that scrolls at a speed of .5 in the given angle (90?).

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cornontheCoD
150 Posts
Posted Jan 28, 2008
Replied 1 day later
yeah....that's way too complicated. Surely there's an easier way?

anyways, any1 know how to make the tubes clear and the fire rings?

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NykO18
183 Posts
Posted Jan 28, 2008
Replied 28 minutes later

cornontheCoD wrote:
yeah....that's way too complicated. Surely there's an easier way?

What's complicated in copying/pasting the exact code I wrote in a new .vmt file ?
There is no other way of making visually "moving" water in the Source Engine.

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msleeper
4,095 Posts
Member
Posted Jan 28, 2008
Replied 8 minutes later

cornontheCoD wrote:
yeah....that's way too complicated. Surely there's an easier way?

Mapping isn't easy, sorry. This is the way you add a new material into the game.

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cornontheCoD
150 Posts
Posted Jan 28, 2008
Replied 50 minutes later
ok, I get it (i couldn't find the folder before), but how do I make a VMT file?
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msleeper
4,095 Posts
Member
Posted Jan 28, 2008
Replied 4 minutes later
Notepad works fine.
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cornontheCoD
150 Posts
Posted Jan 28, 2008
Replied 10 minutes later
ok, so now its in the materials folder as a text file. can I just find it in hammer now as a new texture?
Avatar
NykO18
183 Posts
Posted Jan 29, 2008
Replied 10 hours later

cornontheCoD wrote:
ok, so now its in the materials folder as a text file. can I just find it in hammer now as a new texture?

Theoretically, yes.
If you named your file with a .vmt extension, it should be available in the texture browser.

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cornontheCoD
150 Posts
Posted Jan 30, 2008
Replied 19 hours later
yeah, that didnt work. I think theres a new texture called mudfloor, but maybe not. will the texture be in there if i type portal in the filter, or do I have to look for it somewhere else?
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msleeper
4,095 Posts
Member
Posted Jan 30, 2008
Replied 3 minutes later
You might have to restart Hammer, or maybe the Source SDK. This is assuming that your VMT is valid, of course.