How do I make a sand being pushed by wind you know, like in deserts. Sand is just flying arround. Is that possible to make in source engine? And how?
I don't think it is, without custom particles or something.
If the player just has to see it and not actually walk on it, env_terrainmorph could do this. It doesn't update collisions though.
[QUOTE=SnakeFace;18484163]If the player just has to see it and not actually walk on it, env_terrainmorph could do this. It doesn't update collisions though.[/QUOTE]
I just need it as effect. Player can walk in desert. I want it to be like illusion , or easier to say - nothing laggy.
func_smokevolume + trigger_wind
[QUOTE=JLea;18484198]func_smokevolume + trigger_wind[/QUOTE]
I think he means like, actual shifting sand dunes.
[editline]10:18AM[/editline]
env_terrainmorph will make the displacement look as if it's changing but if the player walks on it it'll still have the collisions of walking on the original mesh so they'll be able to walk through new hills and over old ones that aren't there anymore.
[QUOTE=SnakeFace;18484225]I think he means like, actual shifting sand dunes.
[editline]10:18AM[/editline]
env_terrainmorph will make the displacement look as if it's changing but if the player walks on it it'll still have the collisions of walking on the original mesh so they'll be able to walk through new hills and over old ones that aren't there anymore.[/QUOTE]
I think actually he means a sandstorm.
Oh, go for JLea's suggestion then. :3
[QUOTE=SnakeFace;18484225]I think he means like, actual shifting sand dunes.
[editline]10:18AM[/editline]
env_terrainmorph will make the displacement look as if it's changing but if the player walks on it it'll still have the collisions of walking on the original mesh so they'll be able to walk through new hills and over old ones that aren't there anymore.[/QUOTE]
can I use that function in 3D skybox? or it wont work there?
It should, however if I remember correctly the entity can be a bit odd and has never been bug checked or used by valve.
[QUOTE=SnakeFace;18484341]It should, however if I remember correctly the entity can be a bit odd and has never been bug checked or used by valve.[/QUOTE]
oh ok, gonna experiment with that.
Post your results here, I'd quite like to see a video of this in action.
It doesn't work, at least in ep2 engine.
Vbsp removes the entity