Not really sure if this is the right thread for it but fuck it I will ask anyway and post it elsewhere as well if need be.
Anyway, to the point, I'm looking for ways to do waterfalls, the couple of methods I have found don't satisfy me entirely (though I may end up settling with one or the other) so if there are any other alternatives I'd like to hear them. Of the 2 methods I have found, 1 is just a scrolling texture and the other is purely particles (I think particles look a bit iffy personally, that might just be me though). Here are some video examples of those methods (not made by me of course, I just stumbled across them trying to find ways to do the waterfalls). By the way, I link these both because I want you to know what I mean by what I said above and also I'm interested in hearing some opinions as to which you guys might think is better.
Scrolling texture
[url]http://www.youtube.com/watch?v=km5kVAO-QjQ#t=524s[/url]
Particle
[url]http://www.youtube.com/watch?v=foViqM4xdfE#t=887s[/url]
I do understand that TF2 has a waterfall which is a model, though that's probably out of the question for me since I can't model and I can't port TF2's waterfall because it is far too small for what I need it for.
Any help would be appreciated.
[QUOTE=phabeZ;37701799]Not really sure if this is the right thread for it but fuck it I will ask anyway and post it elsewhere as well if need be.
Anyway, to the point, I'm looking for ways to do waterfalls, the couple of methods I have found don't satisfy me entirely (though I may end up settling with one or the other) so if there are any other alternatives I'd like to hear them. Of the 2 methods I have found, 1 is just a scrolling texture and the other is purely particles (I think particles look a bit iffy personally, that might just be me though). Here are some video examples of those methods (not made by me of course, I just stumbled across them trying to find ways to do the waterfalls). By the way, I link these both because I want you to know what I mean by what I said above and also I'm interested in hearing some opinions as to which you guys might think is better.
Scrolling texture
[url]http://www.youtube.com/watch?v=km5kVAO-QjQ#t=524s[/url]
Particle
[url]http://www.youtube.com/watch?v=foViqM4xdfE#t=887s[/url]
I do understand that TF2 has a waterfall which is a model, though that's probably out of the question for me since I can't model and I can't port TF2's waterfall because it is far too small for what I need it for.
Any help would be appreciated.[/QUOTE]
Actually, TF2's waterfall was a mix of particles + a scrolling texture + a model (rocks). I suggest doing the same. Depending on if it's Niagara Falls, I'd suggest using a non-translucent foamy texture, then adding huge particles.
[QUOTE=mcilona;37699136]maybe try mitering the brush corner with the overlay with the brush corner it's adjacent to[/QUOTE]
Thanks I will try that in a bit and see if that works.
[QUOTE=GameDev;37699674]Is that Black Mesa content?
I thought they didn't allow reuse of content outside of the mod[/QUOTE]
I'm using their content to map for Black Mesa, I'm attempting to recreate the hazard course for fun.
Hey guys, I'm working on a chandelier for a map and I just wanted to know
[img]http://i.imgur.com/gwECy.png[/img]
How many 16 faced spheres can I have before hammer explodes? :V
Naturally, I've made them func_detail brushes so it's not like they're creating leafs (if I'm recalling my correct mapping knowledge) But even with them being func_detail brushes, I'm still worried that they'll cause problems. What do you guys think?
[QUOTE=TheGoodDoctorF;37704986]Hey guys, I'm working on a chandelier for a map and I just wanted to know
[img]http://i.imgur.com/gwECy.png[/img]
How many 16 faced spheres can I have before hammer explodes? :V
[/QUOTE]
0. Make a model.
If I'm making a map where the players stay inside a closed building (not being able to see or go outside), is it necessary to have a skybox?
Would not having a skybox improve optimization?
[QUOTE=CordlessElm;37706131]If I'm making a map where the players stay inside a closed building (not being able to see or go outside), is it necessary to have a skybox?
Would not having a skybox improve optimization?[/QUOTE]
You do not need to have a skybox in interior maps. Besides saving some texture memory, I don't think not having a skybox makes too big of an impact on a level.
Why can't I search in the model browser with things that have the letters C or U in it?
Me again. I'm trying to have multiple "Advertisements" in my map and I've been projecting them using a func_monitor. However, after much confusion I realized that source can only have one camera active. What possible solutions are there to perhaps keep the monitor effect without having to use a camera? Is there an animated texture I can place in front of my advertisement or something?
[img]http://i.imgur.com/3qAX3.jpg[/img]
This is probably a very nooby question, but I can't figure it out, how do I browse particles in CSGO? When I place a 'info_particle_system' and select 'browse' under 'Particle System Name', it opens a 'Particle Browser' window, however nothing is displayed (even with the drop down listed as "All Mods"). I assume this is just broken (if it works for others though then it's probably just me), but there certainly must be another way to browse them. Googling has not been much help, I assume mostly because CSGO is still relatively new.
I did come across [URL="https://developer.valvesoftware.com/wiki/Particle_Editor"]this page[/URL] which implies for CSGO I need to enter 'toolload pet' in console, however this didn't work so I'm thinking I must be doing something wrong, or maybe it means another console that's not the csgo one or something, but I don't know. Any help would be appreciated.
[QUOTE=phabeZ;37709737]This is probably a very nooby question, but I can't figure it out, how do I browse particles in CSGO? When I place a 'info_particle_system' and select 'browse' under 'Particle System Name', it opens a 'Particle Browser' window, however nothing is displayed (even with the drop down listed as "All Mods"). I assume this is just broken (if it works for others though then it's probably just me), but there certainly must be another way to browse them. Googling has not been much help, I assume mostly because CSGO is still relatively new.
I did come across [URL="https://developer.valvesoftware.com/wiki/Particle_Editor"]this page[/URL] which implies for CSGO I need to enter 'toolload pet' in console, however this didn't work so I'm thinking I must be doing something wrong, or maybe it means another console that's not the csgo one or something, but I don't know. Any help would be appreciated.[/QUOTE]
Just use Alien Swarm. It works just fine in -tools as well as loads the textures fine.
What exactly causes these weird green and yellow looking shadows in my map? Is it a map issue or my computer?
[img]http://cloud-2.steampowered.com/ugc/920115121642853968/44FE630FFC7EEE053C5CBAF831456516E741DB1C/[/img]
Sorry for the huge image.
[QUOTE=TheGoodDoctorF;37708917]Me again. I'm trying to have multiple "Advertisements" in my map and I've been projecting them using a func_monitor. However, after much confusion I realized that source can only have one camera active. What possible solutions are there to perhaps keep the monitor effect without having to use a camera? Is there an animated texture I can place in front of my advertisement or something?
Use an animated texture for the entire ad.
[img]http://i.imgur.com/3qAX3.jpg[/img][/QUOTE]
[QUOTE=Hellohmhello;37710020]What exactly causes these weird green and yellow looking shadows in my map? Is it a map issue or my computer?
Sorry for the huge image.[/QUOTE]
I think its the system.
I'd appreciate an answer to my question above. It's a pretty crucial part of my map.
[quote]Use an animated texture for the entire ad.[/quote]
[QUOTE=TCB;37712183][/QUOTE]
I've never created one, but I'll be sure to check it out. Thanks.
If anyone's wondering, I've created a somewhat smoother effect for my chandelier I posted earlier. I reduced the number of faces to 8 and used cubemaps and I like to think the effect works relatively well.
[img]http://i.imgur.com/IFzVw.jpg[/img]
I haven't run into any problems with this yet, so hope that helps for anyone trying to create something similar.
[QUOTE=minilandstan;37708548]Why can't I search in the model browser with things that have the letters C or U in it?[/QUOTE]
Might it be a foreign keyboard setup? I have no idea. Just what came to mind.
[QUOTE=TheGoodDoctorF;37708917]
[IMG]http://i.imgur.com/3qAX3.jpg[/IMG][/QUOTE]
Well. Just an animated translucent texture above the layer works. But on the other hand,
that won't give you small static noises that changes how the ad is projected.
Animated, translucent and refracting texture? Thoughts?
[QUOTE=AlexVestin;37712698]Well. Just an animated translucent texture above the layer works. But on the other hand,
that won't give you small static noises that changes how the ad is projected.
Animated, translucent and refracting texture? Thoughts?[/QUOTE]
Unless you put another animated texture on top of it that does the static things.
But you wouldn't want it to refract it the whole time, just a few buzzes now and then, so the refracting part still has to be animated?
Is it possible to get a func_instance working for a GMod map? They are pretty much essential for what I want to do.
I have a last resort if they are not, but I just want to double check before I try it.
So I was able to figure out the animated texture just fine. What I'm trying to do now is essentially make an animated scanlines texture so that way I can put the effect in front of my texture on a separate brush saving me the effort of having to make multiple animated textures. However, I'm having trouble with the transparency. Would I have to make an alpha channel for every frame of my animation? Or is there a simpler way to do it.
[editline]18th September 2012[/editline]
Here's a diagram essentially illustrating what I'm trying to do. But as is, I can't see through the scanline texture.
[img]http://i.imgur.com/YgJWS.png[/img]
[QUOTE=Stiffy360;37709964]Just use Alien Swarm. It works just fine in -tools as well as loads the textures fine.[/QUOTE]
Thanks, this seems to open up the particle editor. Another problem though, and I'm probably an idiot for asking, but how do I actually open particle files? I go open, I select the custom .pcf I have downloaded, but after that it just doesn't open and goes back to as if nothing happened. Furthermore I can't see any of the alienswarm particle effects that come with the game, I don't intend to use them but I thought I would've at least been able to see them from this particle editor menu, unless I have to extract them or something.
It's 4am here and I'm a little tired so I wouldn't be surprised if I've done something wrong, but if I'm able to get help again it'd be appreciated :P
[QUOTE=AlexVestin;37712698]Might it be a foreign keyboard setup? I have no idea. Just what came to mind.[/QUOTE]
Pretty sure Valve doesn't write in Latin, so I should be good. And I think an English keyboard should be A-Okay.
Is there a water material that you can't see through? Like a really murky pond in the woods.
So you can't see through the top face of it.
[QUOTE=TheGoodDoctorF;37713826]So I was able to figure out the animated texture just fine. What I'm trying to do now is essentially make an animated scanlines texture so that way I can put the effect in front of my texture on a separate brush saving me the effort of having to make multiple animated textures. However, I'm having trouble with the transparency. Would I have to make an alpha channel for every frame of my animation? Or is there a simpler way to do it.
[editline]18th September 2012[/editline]
Here's a diagram essentially illustrating what I'm trying to do. But as is, I can't see through the scanline texture.
[/QUOTE]
i thought theres an actual scanline effect in the game?
[QUOTE=elih595;37716254]Is there a water material that you can't see through? Like a really murky pond in the woods.
So you can't see through the top face of it.[/QUOTE]
they can all be seen into fairly easily, your best bet is changing the canal textures
[QUOTE=Ziks;37713072]Is it possible to get a func_instance working for a GMod map?[/QUOTE]
[quote=https://developer.valvesoftware.com/wiki/Instance]While working inside Hammer for all Source games, instances are currently only supported by the map compilers for Left 4 Dead 2, Alien Swarm, Portal 2 and Counter-Strike: Global Offensive, and will therefore not work for any other games.[/quote]
It seems not unfortunately.
I would love instances as well.
[QUOTE=iostream;37716644]It seems not unfortunately.
I would love instances as well.[/QUOTE]
It seems really dumb that it doesn't work with the older compilers, since it is quite a simple operation. I'm having a go at implementing it myself, I'll release it if it works.
manually click
Hey, I have crazy bump and a few custom textures, how do I make a reflective texture?
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