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Post by smokeyfulton on Apr 3, 2011 19:10:45 GMT
is there any easy way to make custom water textures for sdk? i copied the water textures from L4D2 over to my half life ep2 materials and it allows me to put them in the game but overall they do not work right. they do not have the ripple movement and if u get in the water it is all white underneath. so basically i was wanting to make water like what they use that works. thanks
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Post by Zeph on Apr 3, 2011 22:59:43 GMT
The white underneath is because the water texture needs two textures, top and bottom textures of the water side. White means missing custom texture, ie the bottom texture. missing splashes.... i dunno. What's wrong with the standard ones?
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Post by smokeyfulton on Apr 4, 2011 2:46:53 GMT
well i see they have the the bottom texture also but do u apply that tho the bottom of the no draw block just as you do the basic water texture on the top? and i guess miswording on the splash... i ment the water doesnt seem to be animated correctly, in other words it appears frozen
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Post by Zeph on Apr 4, 2011 10:50:15 GMT
Firstly, the "bottom" texture is automatically applied to the bottom of the top side of the brush. (from the inside looking up at the top surface from under it.... confused yet?)
There two fiels which make up the texture. VMT and VTF. The VTF is the texture itself. the VMT is it's properties.
Here and example VMT
Notice the "underwateroverlay" (bottom texture), "bumpmap", and "AnimatedTexture" parts. These are what give water it's unique looks and motion. If these are missing from your VMT, that's why it's not moving.
"Water" {
<dx90 { "$fallbackmaterial" "water/water_2fort_dx80" }
"%keywords" "tf" // $forcecheap 1 "%tooltexture" "dev/tfwater_normal" "%compilewater" 1 "$abovewater" 1 //"$nofresnel" "1"
$underwateroverlay "effects/water_warp" "$envmap" "env_cubemap" "$refracttexture" "_rt_WaterRefraction" "$refractamount" ".32" //"$refracttint" "{191 179 155}" "$refractblur" "1"
"$scale" "[1 1]"
// "$bumpmap" "water/tfwater001_dudv" "$normalmap" "water/tfwater001_normal"
"$surfaceprop" "water" "$bottommaterial" "water/water_2fort_beneath.vmt" "$bumpframe" "0"
"$fogenable" 1 "$fogcolor" "{51 43 13}" "$fogstart" "-100" "$fogend" "400"
"$temp" "[0 0]" "$curr" 0.0 "$curr2" 0.0
"Water_DX60" { "$fallbackmaterial" "nature/water_dx70" }
"Proxies" { "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$bumpframe" "animatedtextureframerate" 30.00 }
"Sine" { "sineperiod" "24" "sinemin" -0.5 "sinemax" 0.5 "resultVar" "$curr" } "Sine" { "sineperiod" "16" "sinemin" 0.5 "sinemax" -0.5 "resultVar" "$curr2" }
"Equals" { "srcVar1" "$curr2" "resultVar" "$temp[0]" } "Equals" { "srcVar1" "$curr" "resultVar" "$temp[1]" }
"TextureTransform" { "translateVar" "$temp" "resultVar" "$bumptransform" }
// "TextureScroll" // { // "texturescrollvar" "$bumptransform" // "texturescrollrate" .1 // "texturescrollangle" 45.00 // } "WaterLOD" { // fixme! This has to be here, or material loading barfs. "dummy" 0 } } }
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Post by smokeyfulton on Apr 9, 2011 17:21:36 GMT
ok thanks Zeph
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