Hey folks... going a little crazy here.
Helping a friend with his L4D map, a hydroelectric dam which requires two water levels - one behind the dam and high (the 'basin'), one in front of the dam and low.
Obviously I need to be using 'cheap' water here, but the cheap water that comes with L4D renders as bright green sludge. No good.
Research on t'internets yields the following useful page: http://forums.firearms-source.com/nuwiki.php?do=history.viewrevision&t=5066&revisionid=107
Research on this forum yielded some interesting posts on water, but none that specifically addressed this problem - building a new cheap water texture.
Using the link above, I made the following .vmt file:
This gives me opaque, black water. Previously, I had opague, blue water. So basically I'm kinda stuck with this.
I want cheap translucent water which players can interact with (jump into, shoot, etc) that reflects local cube maps and - basically - doesn't cause any trouble for the mapper.
I'm pretty au fait with Source, but this has me flummoxed. If anybody can help, I'd surely appreciate it.
--GG
Helping a friend with his L4D map, a hydroelectric dam which requires two water levels - one behind the dam and high (the 'basin'), one in front of the dam and low.
Obviously I need to be using 'cheap' water here, but the cheap water that comes with L4D renders as bright green sludge. No good.
Research on t'internets yields the following useful page: http://forums.firearms-source.com/nuwiki.php?do=history.viewrevision&t=5066&revisionid=107
Research on this forum yielded some interesting posts on water, but none that specifically addressed this problem - building a new cheap water texture.
Using the link above, I made the following .vmt file:
"Water"
{
"Water_DX60"
{
"$fallbackmaterial" "nature/water_dx70_beneath"
}
$abovewater 1
"%compilewater" 1
"$forcecheap" 1
"$CHEAPWATERSTARTDISTANCE" 500.0
"$CHEAPWATERENDDISTANCE" 1000.0
"$envmap" "env_cubemap"
"%tooltexture" "dev/water_normal"
"$refractamount" "1.0"
"$refracttint" "[0.95 1.0 0.97]"
"$reflectamount" "1.0"
"$reflecttint" "[1 1 1]"
"$refracttexture" "_rt_WaterRefraction"
"$reflecttexture" "_rt_WaterReflection"
"$scale" "[1 1]"
"$bumpmap" "nature/water_frame01_dudv"
"$normalmap" "nature/water_frame01_normal"
"$surfaceprop" "water"
"$bottommaterial" "liquids/militiaWaterbeneath"
"$bumpframe" "0"
"$fogenable" 1
"$fogcolor" "{.05 .04 .03}"
"$fogstart" 0
"$fogend" 80.00
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 30.00
}
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .05
"texturescrollangle" 45.00
}
"WaterLOD"
{
}
}
}
This gives me opaque, black water. Previously, I had opague, blue water. So basically I'm kinda stuck with this.
I want cheap translucent water which players can interact with (jump into, shoot, etc) that reflects local cube maps and - basically - doesn't cause any trouble for the mapper.
I'm pretty au fait with Source, but this has me flummoxed. If anybody can help, I'd surely appreciate it.
--GG