[QUOTE=Terrenteller]Tied the brush textured with the refraction material to an entity, such as func_brush?[/QUOTE]
No,let me try that give me a minute.
[b]edit[/b]
Well i tied it to a func_brush and this is what i got:
[URL=http://img84.imageshack.us/my.php?image=sealabtest10001pl1.jpg][IMG]http://img84.imageshack.us/img84/2950/sealabtest10001pl1.th.jpg[/IMG][/URL]
Didn't work but i can see though it.
[QUOTE=Foda]Alright. New shop. The bar is done.
[img]http://filesmelt.com/Imagehosting/pics/1dd49c1c7bcc9985ed4e760c360caf40.jpg[/img]
[img]http://filesmelt.com/Imagehosting/pics/d02e78be56aa5e0255bbb44721c99e5a.jpg[/img][/QUOTE]Water color is PERFECT. Shop looks great, kinad dim so it's hard to see but it looks great and keeps the look of Bioshock intact.
[QUOTE=cobaltbloo]I was thinking of porting Sander Cohen once I get Bioshock re-installed... If I can get it installed... :(
I love this game. I love this map, from what I have seen so far, and I want this.[/QUOTE]
[QUOTE=Foda]Alright. New shop. The bar is done.
[img]http://filesmelt.com/Imagehosting/pics/1dd49c1c7bcc9985ed4e760c360caf40.jpg[/img]
[img]http://filesmelt.com/Imagehosting/pics/d02e78be56aa5e0255bbb44721c99e5a.jpg[/img][/QUOTE]
My two favorite people on Facepunch. I love Sander Cohen, he's probably my favorite character in the game. Great work on the map, Foda. Looks very Bioshock-esque.
[QUOTE=TBleader]No,let me try that give me a minute.
[b]edit[/b]
Well i tied it to a func_brush and this is what i got:
[URL=http://img84.imageshack.us/my.php?image=sealabtest10001pl1.jpg][IMG]http://img84.imageshack.us/img84/2950/sealabtest10001pl1.th.jpg[/IMG][/URL]
Didn't work but i can see though it.[/QUOTE]
Check for leaks, and try compiling with light. Are you running in Dx9.1?
This fixed wireframe
[QUOTE=Foda][QUOTE=laptopman]Hmmm... i stillget this error in the console. Maybe cause im using css for my source game?
Error: Material "nature/atlantis" uses unknown shader "LightmappedReflective"
Error: Material "nature/atlantis" : proxy "AnimatedTexture" unable to initialize!
Error: Material "nature/atlantis" : proxy "TextureScroll" unable to initialize![/QUOTE]
Hm... Ah. Change the VMT to this:
[code]"Refract"
{
"$RefractTexture" _rt_WaterRefraction
// "$ReflectTexture" _rt_WaterReflection
"$normalmap" "nature/water_cc_norm"
"$REFRACTTINT" "{0 255 150}"
"$refractamount" 0.1
// "$reflectamount" 0.1
// "$fresnelpower" 2
"$bluramount" 1
"$scale" "[2 2]"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 25.00
}
"TextureScroll"
{
"texturescrollvar" "$bumpTransform"
"texturescrollrate" 0.2
"texturescrollangle" 90.00
}
}
}[/code][/QUOTE]
[QUOTE=Foda]Check for leaks, and try compiling with light. Are you running in Dx9.1?[/QUOTE]
[img] [url=http://img291.imageshack.us/my.php?image=sealabtest10002vt1.jpg][img=http://img291.imageshack.us/img291/343/sealabtest10002vt1.th.jpg][/url] [/img]
Lights (i am not mapping a map i am testing the texture that's why there is no thought in placing them and such)I am not sure how to check for leaks but i pressed Alt + P and it said no problems where found,Also how do i find out what Dx I am using?
[b]Edit:[/b]
[QUOTE=laptopman]This fixed wireframe[/QUOTE]
Did that and i got this:
[img]http://img381.imageshack.us/my.php?image=sealabtest10003gg5.jpg[/img]
[url]http://img381.imageshack.us/my.php?image=sealabtest10003gg5.jpg[/url]
Hm I don't know. I Just remembered it fixed wireframe, but then the refracting texture was tiles. Terrenteller to the rescue?
Set it up as water maybe?
What engine are you using, TBleader?
To see DirectX information, open the Run prompt and enter in "dxdiag".
Try making it a func_reflective. That's what I did and it worked.
Update. The bar is now textured. I want to make the floor bumpmapped, but I'll do that on Friday.
[img]http://filesmelt.com/Imagehosting/pics/31131c65f285bcd6707a23eae3f066e6.jpg[/img]
[img]http://filesmelt.com/Imagehosting/pics/609aa0e902123c1428673d06700d0fec.jpg[/img]
Still a bit dark, get the light in the water working like you did in the main hall and that should do it.
Also, maybe an env_cubemap would light up the bar.
Too dark but this has definitely come a long way.
Wow. Pretty sweet.
I'm impressed...
Ok i am using dx 10 and i tried making it a func_reflective_glass (i have no func_reflective) and i am using the EP1 engine (i would use ep2 but i can't add the texture to ep2 because i tried and it didn't show up.)
Func_reflective_glass is a new engine only entity.
Was Hammer restarted after the texture was added to EP2?
Hammer was restarted and what? If Func_reflective_glass is a new engine only entity then how can i USE it in the old engine (ep1)??
Can't.
Valve, for whatever reasons, added new engine only entities, inputs, and outputs to old engine .fgds even if the game can't use them.
Well i do.. Anyway i will re-try to add the textures to ep2 give me a minute.
[b]Edit:[/b]
Well i added them, to C:\Program Files\Steam\steamapps\redwiz444\half-life 2 episode two\episodic\materials\nature and they still don't show up (in ep2)
First off: Map looks awesome, with equally awesome texturing, it can be a complete replica.
Second: I've been wondering how you made the under-water "glass" texture, as I want one for TF2 that uses Well's underwater look... When you get around to it, I guess.
Terrrenteller, I tried that tutorial but it doesn't work. The texture looks brown and changes by the way you look at it, but doesn't scroll. I think that is outdated.
How closely did you follow the tutorial?
Did you add in the TextureScroll proxy (posted separately) to the .vmt?
Terrenteller you still never helped me until i got to the point where i can get it working.
Foda what engine are you using to map this map?
I'm thinking.
"a_water_custom" does not show up anywhere in the material browser?
Whatever. I don't really want to make a new texture, i just want my water_underneath textures to work!
"water_underneath" as in "$bottommaterial"?
TBleader, about the material not working in the old engine, "LightmappedReflective" is also a new engine only shader.
Try this .vmt instead:
[code]
"Refract"
{
"$model" 1
"$normalmap" "nature/water_cc_norm"
"$REFRACTTINT" "{0 255 150}"
"$refractamount" 0.1
"$bluramount" "2"
"$scale" "[1 1]"
"$bumpframe" "0"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 25.00
}
"TextureScroll"
{
"texturescrollvar" "$bumpTransform"
"texturescrollrate" 0.2
"texturescrollangle" 90.00
}
}
}
[/code]
[QUOTE=Foda]Update. The bar is now textured. I want to make the floor bumpmapped, but I'll do that on Friday.
[img]http://filesmelt.com/Imagehosting/pics/31131c65f285bcd6707a23eae3f066e6.jpg[/img]
[img]http://filesmelt.com/Imagehosting/pics/609aa0e902123c1428673d06700d0fec.jpg[/img][/QUOTE]
The wood wall looks kind of odd, I'd make it plaster.
Let me see if I can get it to work so it just has to be tied to a func_brush, and not a func_reflective_glass.
[b]Edit:[/b]
[IMG]http://img152.imageshack.us/img152/5517/bioshockwatertest0000le9.jpg[/IMG]
[QUOTE=TBleader]Terrenteller you still never helped me until i got to the point where i can get it working.
Foda what engine are you using to map this map?[/QUOTE]
The Episode 2 engine.
[QUOTE=Lord Ned]Let me see if I can get it to work so it just has to be tied to a func_brush, and not a func_reflective_glass.[/QUOTE]
Change "LightmappedReflective" to "Refract" and comment out any lines with "Reflect" in them.
[code]
"Refract"
{
"$RefractTexture" _rt_WaterRefraction
// "$ReflectTexture" _rt_WaterReflection
"$normalmap" "nature/water_cc_norm"
"$REFRACTTINT" "{23 90 137}"
"$refractamount" 0.07
// "$reflectamount" 0.1
"$fresnelpower" 2
"$bluramount" 1
"$scale" "[5 5]"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 25.00
}
"TextureScroll"
{
"texturescrollvar" "$bumpTransform"
"texturescrollrate" 0.2
"texturescrollangle" 90.00
}
}
}
[/code]
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