Thread: Small tip: Making water that looks good

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  1. #1
    a person RNG's Avatar  
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    Small tip: Making water that looks good

    i was so fucking bored so i made this. ive seen many maps that include lots of water, most of the times the mapper just slacked a piece of block with ! texture on it. Ive seen such from even veteran mappers. Sure there is now water but its rather a glowing fields of blue or red goo, i forgive this if its lava or something.
    so i made a small ass tutorial of how to water that doesnt make rest of the map look ugly.

    Heres what you get with the fastest way to make water in average.



    Heres a water i intend, it is also a half-life texture but i turned it into func_water with Texture mode being texture and amount 50, i can actually see through water, simple.



    Or for some EFFORT, get some fucking custom textures (NW or and stuff from scmapdb that are great too). Choose a DARK shaded watertexture with same renders as mentioned before, and walls that would fit the water in what scenery you planned. If not average clean stuff, add some small layer of func_illusionary with solid transparent texture for that cool crap floating on water.



    Make sure you have good lights on your room because itll still glow in dark and thats the second thing. If you want water in dark, just have some frigging texture that isnt ! and looks like goo and turn it func_water.
    Last edited by RNG; 13-10-2011 at 12:53 PM.

  2. #2
    Administrator Sniper's Avatar  
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    Re: Small tip: Making water that looks good

    Nice effect!

  3. #3
    Administrator JPolito's Avatar  
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    Re: Small tip: Making water that looks good

    Fantastic idea. Where did you get the plant textures for the top of the water?

  4. #4
    a person RNG's Avatar  
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    Re: Small tip: Making water that looks good

    i dont remember, could be some CS wad or something. or from scmapdb

    usually dont know because im using selfmade wad compilations

  5. #5
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    Re: Small tip: Making water that looks good

    Thank you RNG.

    Looking for a method for "better water" last days, now this post...

    Will use it as far as i work on! Thanx!
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  6. #6
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    Re: Small tip: Making water that looks good

    Looks very good. Shitty HL water has always bothered me. Nice guide!

    Put it up on SCMapDB.

  7. #7
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    Re: Small tip: Making water that looks good

    it's a great job
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  8. #8
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Small tip: Making water that looks good

    I used fun_illusionary with water textures and added func_water with blue textures and made it completely transparent!
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  9. #9
    Registered User Aurora's Avatar
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    Re: Small tip: Making water that looks good

    Why {blue instead of null?
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  10. #10
    QPU-aligned Silencer's Avatar  
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    Re: Small tip: Making water that looks good

    Func_water oddly computes underwater "fog"-color from applied textures' average color I do believe.

  11. #11
    Administrator AdamR's Avatar  
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    Re: Small tip: Making water that looks good

    Unless you set the contents to lava, then it's always orange fog for some reason. I suspect slime does some other colour too, not tried.
    Very silly the engine does this.
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  12. #12
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Small tip: Making water that looks good

    Quote Originally Posted by Aurora View Post
    Why {blue instead of null?
    Null texture is like func_wall, you cant walk or pass trough it. You need to be able to move trough it.
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  13. #13
    Administrator AdamR's Avatar  
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    Re: Small tip: Making water that looks good

    Quote Originally Posted by cyberdaemon View Post
    I used fun_illusionary with water textures and added func_water with blue textures and made it completely transparent!
    Quote Originally Posted by Aurora View Post
    Why {blue instead of null?
    Quote Originally Posted by cyberdaemon View Post
    Null texture is like func_wall, you cant walk or pass trough it. You need to be able to move trough it.
    You can pass through NULL if it is part of a non-solid brush entity. It also won't be rendered.
    {INVISIBLE and AAATRIGGER have absolutely no use now that we have NULL.

    You would only need any texture you like on the top face of your func_water to make the underwater fog colour how you like, the other 5 faces should be NULL.
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  14. #14
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
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    Re: Small tip: Making water that looks good

    it is wrong that {blue/{invisible is obsolete with NULL. NULL might create hall of mirrors below a brush you see ingame if that brush's side(s) are nulled too. i had this several times, even recently (several months ago) and with the latest compile tools.
    unfortunally right now i am unable to reproduce that. ARGH
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  15. #15
    A Skyline's Severance Deimaus's Avatar
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    Re: Small tip: Making water that looks good

    Top one looks best :-3


    Seriously though, good tip!


  16. #16
    a person RNG's Avatar  
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    Re: Small tip: Making water that looks good

    Quote Originally Posted by AdamR View Post
    You can pass through NULL if it is part of a non-solid brush entity. It also won't be rendered.
    {INVISIBLE and AAATRIGGER have absolutely no use now that we have NULL.
    i always thought NULL texture removes face when it touches something, even when entity. and so thats why i still use AAATRIGGER.
    Or i use NULL as invisible button or trigger on some occasions but afraid to make it touch anything

  17. #17
    Administrator AdamR's Avatar  
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    Re: Small tip: Making water that looks good

    If NULL is on an entity, it will not remove faces of other entities or world brushes -- it will only remove the face from the entity (brush model) it is part of.
    Adam "Adambean" Reece
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