.:`=-~rANdOm~`-=:. Game Servers

Technology (Read Only) => Mapping => Topic started by: coolzeldad on September 18, 2010, 03:05:05 PM

Title: How to make Source Water :O
Post by: coolzeldad on September 18, 2010, 03:05:05 PM
Use the block tool to make a block of what will be your water.

Place the block of water were you want and make sure it stays as a block, you cannot make it slanted, etc.

Use the texture tool and apply the nodraw texture to all sides but the top of your water block.

For the top texture choose a water texture of your choice and apply it to the top only.. The rest should still be the nodraw texture.

Now you need an entity called the water_lod. Just place it by the water or on top is fine. No changes are required for the entity as it just controls the way the water changes quality...

Next, place another entity called env_cubemap on top or by the water.

Open up the entity's properties and go to the second option and click the pick button and select the top of the water.

Now when you compile your map you should have working water ^^

If you need help on this just post here I'll help yeh :D
Title: Re: How to make Source Water :O
Post by: jimonions on September 18, 2010, 03:13:31 PM
I think I should also add this, You only need to apply the cubemap to THIS water texture> nature/water_movingplane.
This is a low quality texture that utilizes the cubemap to produce its reflections unlike the other high quality water textures.
e.g:
nature/water_coast1

You can tell which waters are high quality because the tool texture in the texture browser is light blue
Title: Re: How to make Source Water :O
Post by: Monttumopo on February 06, 2011, 08:31:31 AM
What that cubemap thing really do? I tried with only water_lod_control and it worked.
Title: Re: How to make Source Water :O
Post by: ursus on February 06, 2011, 09:01:03 AM
What that cubemap thing really do? I tried with only water_lod_control and it worked.

It makes cubemapped props and entities reflect the world more accurately. Each cubemap is preloaded when the map runs. More cubemaps = better-looking shiny stuff.
Title: Re: How to make Source Water :O
Post by: Monttumopo on February 06, 2011, 11:26:51 AM
More cubemaps = better-looking shiny stuff.


WOW im gonna make bling-bling map
Title: Re: How to make Source Water :O
Post by: Peetah on February 06, 2011, 05:35:36 PM
But the more there is. The laggier it will be.
Title: Re: How to make Source Water :O
Post by: jimonions on February 06, 2011, 10:48:40 PM
there would have to be a lot of cubemappe'd materials to cause a noticeable amount of lag.
Title: Re: How to make Source Water :O
Post by: ursus on February 07, 2011, 09:39:00 PM
But the more there is. The laggier it will be.


...But it will be shiny as fuck, though.
Title: Re: How to make Source Water :O
Post by: jimonions on February 07, 2011, 10:06:49 PM
you can define the reflectivity of the cubemap on the texture through the vmt file with the $envmaptint cmd with the values < 1, 1, 1>
Title: Re: How to make Source Water :O
Post by: Monttumopo on February 26, 2011, 02:44:33 AM
But the more there is. The laggier it will be.


 :'(
Title: Re: How to make Source Water :O
Post by: Foofoojack on February 26, 2011, 08:21:46 PM

 :'(
Son, I am dissipoint. 
Title: Re: How to make Source Water :O
Post by: ursus on February 26, 2011, 08:37:31 PM

 :'(

CRY SOME MOOR
Title: Re: How to make Source Water :O
Post by: Tezuni on December 07, 2011, 06:16:38 PM
I look at the water from above it - and i'm looking right through the map.
I go in the inside the water, it looks fine from all angles.

yes i have the cubemap and lod
haalp :(

Compile Log
Spoiler (click to show/hide)

pics:
(http://i39.tinypic.com/a2d8rd.png)
(http://cloud.steampowered.com/ugc/650999433816666169/57B87D6D26B57FBFA431DAC5109D8A9B623793B4/)
(http://cloud.steampowered.com/ugc/650999433816667863/C1EBF703B8E785BB49AF3EB6B309332E9239C669/)
Title: Re: How to make Source Water :O
Post by: Alkaline on December 07, 2011, 06:29:09 PM
I look at the water from above it - and i'm looking right through the map.
I go in the inside the water, it looks fine from all angles.

yes i have the cubemap and lod
haalp :(

pics:
(http://i39.tinypic.com/a2d8rd.png)
(http://cloud.steampowered.com/ugc/650999433816666169/57B87D6D26B57FBFA431DAC5109D8A9B623793B4/)
(http://cloud.steampowered.com/ugc/650999433816667863/C1EBF703B8E785BB49AF3EB6B309332E9239C669/)

Paste your compile log in a spoiler.
My best guess is that it could be a leak in your map.
Title: Re: How to make Source Water :O
Post by: jimonions on December 08, 2011, 12:06:01 AM
-derp-
Title: Re: How to make Source Water :O
Post by: Tezuni on December 08, 2011, 01:05:05 AM
Its probably something to do with having no light_enivronment
I do have that already....
Title: Re: How to make Source Water :O
Post by: jimonions on December 08, 2011, 01:08:04 AM
oh you're right just couldn't see the entity in the hammer shot. What material are you using
Title: Re: How to make Source Water :O
Post by: memo3300 on December 08, 2011, 05:12:50 AM
oh you're right just couldn't see the entity in the hammer shot. What material are you using

This has happened when i have moved a little part of the cube where the water should be


idk why... but i had to do a pool all over again
Title: Re: How to make Source Water :O
Post by: Alkaline on December 08, 2011, 10:45:44 PM
Quote
Compile Log Here
***leaked***

There is a leak in your map which prevents the rendering of the reflection for your water.
Just beneath your leak error is displayed the coordinates of the prop_dynamic that is "leaked".
If the prop_dynamic is located outside of the boundaries of your map, move it so that it's origin is within the boundaries.
Next, go to Map > Load Pointfile. Click yes on the pop up box that appears.
You should notice a distinct, red line in your 2D views.
Follow this line around to find gaps / openings / leaks in your map.
(By leak I mean an opening where light can go through / connects map to void)
Once you fix all of the leaks in your map, the water should work as you want.

Applying a cubemap is optional but may not look good if not used correctly.
Title: Re: How to make Source Water :O
Post by: Tezuni on December 08, 2011, 11:05:56 PM
Thank you everyone!
I found out my whole skybox was one unit above the ground so i didn't even notice on the large grid, which is why there was a leak.
100% working now! :D
Title: Re: How to make Source Water :O
Post by: Boncey on August 06, 2012, 04:03:46 AM
I've done this before and I've never needed a cubemap or a water_lod_control
Title: Re: How to make Source Water :O
Post by: jimonions on August 06, 2012, 06:45:32 AM
cubemaps are for the moving_water texture since it does not use the real time refract shader.
water lod has default settings. they can be tweaked with the entity but it is not required.