• Ultra Reflective Water
    10 replies, posted
How would I make a lake or volume of water that almost perfectly reflected the world? I tried regular water with a huge expensive water limit with no luck, you could somewhat see the reflection but its not what I want. See this picture to understand what I want. [img_thumb]http://www.amfmdx.net/travel/gifs/yosemite/reflective-lake.jpg[/img_thumb]
Add/replace the following in the surface VMT. [code] "$forceexpensive" "1" "$reflectamount" "1" "$reflectentities" "1" "$reflecttexture" "_rt_WaterReflection" [/code]
I edited the file but how do I get it to save back into the .gcf. I edited the one in the source 2007 shared materials.gcf [editline]07:00PM[/editline] Or can I just put it in the materials/nature folder in the game directory?
Yup. Can't do much with GCFs except extraction.
I tried it and it's not working. I am using nature/Sewer_Water001. Here is the vmt: [code]"Water" { "Water_DX60" { "$fallbackmaterial" "nature/water_canals03_dx70" } "Water_DX80" { "$refractamount" ".25" } "Water_DX81" { "$refractamount" ".25" } "$forceexpensive" 1 "$reflectamount" "1" "$reflectentities" 1 "$reflecttexture" "_rt_WaterReflection" "%tooltexture" "dev/water_normal" "$refracttexture" "_rt_WaterRefraction" "$refractamount" "3.0" "$scale" "[1 1]" "$bumpmap" "dev/water_dudv" "$normalmap" "dev/water_normal" "%compilewater" 1 "$surfaceprop" "water" "$bottommaterial" "nature/sewer_water001_bottom" "$bumpframe" "0" "$fogenable" 1 "$fogcolor" "{45 45 35}" "$fogstart" 0.00 "$fogend" 250.00 "$abovewater" 1 "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$bumpframe" "animatedtextureframerate" 20.00 } "TextureScroll" { "texturescrollvar" "$bumptransform" "texturescrollrate" .05 "texturescrollangle" 45.00 } "WaterLOD" { } } } [/code]
Take a picture in game for us.
[IMG]http://img717.imageshack.us/img717/3414/singleplayer0000.jpg[/IMG] If it helps, the water is in a 3D skybox. Sorry about the quality also, I couldn't be bothered to change it for an hour of work. I also wouldn't mind comments and criticisms on this. Its for the Singleplayer Map Competition.
I don't think expensive water works in the 3Dskybox. (does it?) Put it in the normal level somewhere and see if it does anything for you.
[QUOTE=Firegod522;23217694]I don't think expensive water works in the 3Dskybox. (does it?) Put it in the normal level somewhere and see if it does anything for you.[/QUOTE] You are correct, expensive water doesn't work in the 3D skybox. However, cheap water using a reflection pulled from a cubemap will work with good results
I am still having no luck. I tried changing the material file several times with no luck. Here is the original if you want to have a go. [code]"Water" { "Water_DX60" { "$fallbackmaterial" "nature/water_canals03_dx70" } "Water_DX80" { "$refractamount" ".25" } "Water_DX81" { "$refractamount" ".25" } // Make this water expensive no matter what the water_lod_control entity // says. "$forceexpensive" 1 // Make the water reflect entities. By default, no entities are // reflected //"$reflectentities" 1 // Make this water cheap no matter what the water_lod_control entity // says. This'll ignore $reflecttexture and $refracttexture. // Reflections will happen with $envmap, and refraction is assumed // to be opaquely the water fog color. // "$forcecheap" 1 // This says what texture to use to view this is Hammer. "%tooltexture" "dev/water_normal" // If this is set, we want real-time refraction "$refracttexture" "_rt_WaterRefraction" // This is the amount of warp for the refraction. "$refractamount" "3.0" // "$refractamount" "0.0" // This is the color of the refraction // This is going away so that edge transitions don't screw up. // Always set to white for now. //"$refracttint" "[1.0 1.0 1.0]" // If this is set, we want real-time reflection. // If this isn't set, you'll use an envmap, which needs to be set here. // "$reflecttexture" "_rt_WaterReflection" // This is for cheap reflections. Point env_cubemaps entities at // each major water area. "$envmap" "env_cubemap" // This is the amount of warp for the reflection. "$reflectamount" "0.2" // This is the color tint for the real-time reflection AND env_cubemap. //"$reflecttint" "{255 255 255}" // WTF? "$scale" "[1 1]" // This is the dudv map for the water. It is generated from a normal map. "$bumpmap" "dev/water_dudv" // This is the normal map for the water. "$normalmap" "dev/water_normal" // This is needed for the tools "%compilewater" 1 // This is needed for physics, etc. "$surfaceprop" "water" // You must have this. . this is a material that is practically identical // to this one in most cases. It must have $reflecttexture disabled, and // you can set for params uniquely for underwater. "$bottommaterial" "nature/sewer_water001_bottom" // This is needed for the proxy below which animates the normal map, etc. "$bumpframe" "0" // Enable water volumetric fog. "$fogenable" 1 // This is the color of the fog in the water when looking from above. // You'll have the same thing in the bottom material for when looking from // below. "$fogcolor" "{45 45 35}" // This is the distance in inches from the eye which water fog starts. // This has to be 0.0 for edge fading to work properly. "$fogstart" 0.00 // This is the distance in inches from the eye which water fog ends. "$fogend" 250.00 "$abovewater" 1 "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$bumpframe" "animatedtextureframerate" 20.00 } "TextureScroll" { "texturescrollvar" "$bumptransform" "texturescrollrate" .05 "texturescrollangle" 45.00 } "WaterLOD" { } } } [/code]
[QUOTE=brerben;23218235]You are correct, expensive water doesn't work in the 3D skybox. However, cheap water using a reflection pulled from a cubemap will work with good results[/QUOTE] Except that it will move when you do/turn when you do. I though expensive water does work in the 3d skybox, but only if you don't have water in the regular map. [editline]06:48PM[/editline] If you are doing it for the 3d skybox, you are better off making Faux reflection (by turning all the geometry upside down and using an animated refract textures
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