waterfalls

R

[RTM]Mobius

Guest
hey, does anyboy know any creative ways to make waterfalls in hammer?
 
i've yet to see it, but i believe the water_analog entity is for this purpose..
 
I have no clue at all..

and wondering the same myself...
 
hmm, I'd probably try using a brush and displacement map with a scrolling texture, or a model with a scrolling texture. Some kind of mist or steam particle system at the base, maybe try to do some fog, depends on how the particle system looks.
 
yea i was thinking about the whole scrolling tecture approch with some parts of thw waterfall done as a model

can someone explain the water_analog entity more?
 
func_water_analog

description

A water brush entity that moves linearly along a given distance, in a given direction

properties
* Name targetname(target_source)
The name that other entities refer to this entity by.
* Parent parentname(target_destination)
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
* Origin (X Y Z) origin(origin)
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
* Move Direction (Pitch Yaw Roll) movedir(angle) - default: 0 0 0
The direction the water will move, when told to 'Open'.
* Start Position startposition(float) - default: 0
Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
* Speed speed(integer) - default: 100
The speed that the water brush moves, in inches per second.
* Move Distance movedistance(float) - default: 100
The distance from the starting point that the water brush should move, in inches.
* Sound played when the water brush starts moving. startsound(sound)
* Sound played when the water brush stops moving. stopsound(sound)
* Wave Height WaveHeight(string) - default: 3.0
 
i'd think using a combination of brushes, custom textures and particals is your best bet.

water_analog is used to raise/lower water levels im pretty sure.
 
ya know, i just though of this, but if you wanted to do a hack job on this you could* theoretically make a brush (admitidly complex) with a special "waterfall" texture with ONLY a refraction map, and hook it up as a func rotating, so that it would look like it was falling. It would work something like an escalator, and proabaly you would also want to use particle systems to make it more interesting and realistic. (Note: you would have to hide the part that was not showing in the cliff)
 
There's still the problem with not being able to have the water in your map at different levels if you can see both levels at the same time. But the water falls start could be something you can't get to or see the top of.
 
well thanks for the suggestions, Ill post our waterfalls when i get em done
 
Back
Top