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goob24
02-20-2008, 10:45 AM
Hello there,

I am working on a css map I just began called fy_sealab. As you can probably tell from the name, it is supposed to consist of an underwater complex of buildings with glass windows that allow you to see into the water. Unfortunately, I cannot seem to accomplish that effect. I have tried placing nodraw blocks around part of the map with a water texture surface, but through the glass, the surface disappears and all I see is the skybox. Any input at all would be greatly appreciated.

Snipergen
02-20-2008, 12:20 PM
A good custom (3D) skybox and env_ember does a quite good illusion.
Also lighting is important. I'm still trying to get the ripple effect to work when you look outside a glass window in the ocean.

goob24
02-20-2008, 01:23 PM
I have a 3d skybox that creates the ocean floor, but is there anything else I should put in it? Putting water in the skybox doesn't work at all.

Xritam
02-21-2008, 01:49 PM
i have never tryed anything like this but try putting water around the sky camera a 15/15/15 box should do it and still show the ground

goob24
02-21-2008, 06:10 PM
"i have never tryed anything like this but try putting water around the sky camera a 15/15/15 box should do it and still show the ground"

Unfortunately, I have already tried doing this, but water in the sky_camera box doesn't appear in the main map. Also, if it did work, there would be no way to keep the water from appearing to be inside the buildings as well. Thanks for the input anyway; there could be some alternative to this suggestion that would do the trick.

Kirt
02-21-2008, 10:20 PM
As far as I know, the effect of being within a volume of water using Source can't happen unless the player is within the volume (i.e. swimming). If you build an aquarium with glass walls and place a water volume in it, from the sides (looking thru the glass) there won't appear to be any water in the tank. However, from the top you should see the water's surface.

The same problem is going to happen if you're building an underwater facility and want windows looking out into a large volume of water. It will appear empty.

So, you'll have to do some clever texture work and use of some of Hammer's entities to fake the apperarance of water. I think it could be done with env_fog, proper lighting, muted textures that desaturate more at the greatest depths and maybe some particles or sprites floating around to simulate the junk that floats in water.

Not impossible, but definately a challenge.

Angry Beaver
02-22-2008, 12:00 AM
the fog under water is the same you get with an env_fog, so for windows do nothing but go directly to 3D skybox and set the 3D cameras fog values. Then the parts of the map where you actually go under water that aren't 3D skybox will have their own fog from the water your in.

goob24
02-22-2008, 07:56 AM
Thank you VERY much for your input, Kirt and Angry Beaver (lol). I haven't yet tried the fog, but I think it will work. :)

shuy3n
02-24-2008, 05:43 PM
hey guys just adding onto this is it possible to create animated refraction textures to use as windows in this instance it'd be for underwater but also for something like rain on a window just wondering if anyone has tried this before and got any results

Blueberry_pie
02-25-2008, 02:03 AM
Yes, that's possible. Check out these (http://forums.facepunchstudios.com/showthread.php?t=424550) threads (http://archive.facepunchstudios.com/showthread/?id=403606) on the Facepunch forums to see some screenshots of a map where they did this. It looks pretty convincing.

goob24
02-25-2008, 03:00 PM
hey guys just adding onto this is it possible to create animated refraction textures to use as windows in this instance it'd be for underwater but also for something like rain on a window just wondering if anyone has tried this before and got any results

Yeah, in Blueberry_pie's screen shots it looks great... Can anyone give me a simple explanation as to how to make a custom texture, and for that matter, how to make that refracting texture? it really is perfect.

I'm not very experienced in Hammer, especially anything technical that involves any kind of computer code, so I would appreciate it if any answers you post are as simple as if you were trying to explain something to an idiot. (if possible)

Thank you very much as always, this thread has been helping me quite a bit (and hopefully some other people as well.)

plykkegaard
02-26-2008, 03:39 AM
Have a look at the interlopers forums/tutorials
http://www.interlopers.net/forum/viewtopic.php?t=7216

hth/Peter

Snipergen
02-26-2008, 04:15 AM
Hey man good find!

goob24
02-26-2008, 01:39 PM
Thanks plykkegaard, that tutorial certainly covers how to make a refracting texture, but I am missing some of the most basic info on how to make any custom texture at all. For example, I

1. Don't know how to save a file as a .tga
2. Don't know how to access nVIDIA normal map filter
3. Don't know what VTEX is
4. Don't know how to create a .vmt
:eek:
Obviously, I am totally clueless on material creation, and until I do not have a basic grasp of all these things, I cannot follow that tutorial. Even the Valve Developer Community tutorial on texture creation is over my head...

I know its asking a lot, but how do I do all these things?

Snipergen
02-26-2008, 02:21 PM
1. photoshop ->file->save as
quicker:vtfedit
2.photoshop plugin from nvideo
quicker:crazybump (actually not true but good if u dont have photoshop)
3.nvm if you have vtfedit
4.vmt is a .txt file renamed to .vmt

Got it? :)

In fact I'll create this material and texture now and upload it for you so you can have a look.

Ill explain about vtf now

Vtf is like a .jpg but for the source engine, it's a format that valve uses for level of detail. Use vtfEdit (free download) to convert your .tga or .jpgs or whatever to .vtf.

VMT is a little text file that tells source what to do with the vtf, how it gets lit, reflects, etc... so its just a .txt file that you rename

so you put the vtf and vmt with the same names in the materials folder and bam you can use it in hammer :)

goob24
02-27-2008, 03:36 PM
Thanks, Snipergen!

I'm still not clear on a few things, mostly stuff having to do with text files, but I will be able to figure it out now. :)

Snipergen
02-28-2008, 01:25 AM
Ok i got the stuff you need, heres a little screen of the texture in progress:
http://img254.imageshack.us/img254/1314/refractqh1.th.jpg (http://img254.imageshack.us/my.php?image=refractqh1.jpg)

And here are the files you need to drop in cstrike/materials
http://jeroendessaux.be/Refract.rar

Of course this is damn ugly now since i did this lightning quick, use diffrent textures and it should look better... Now if somebody could find a way how to animate it like water....:)

Kirt
02-28-2008, 08:53 AM
Ok i got the stuff you need, heres a little screen of the texture in progress:
http://img254.imageshack.us/img254/1314/refractqh1.th.jpg (http://img254.imageshack.us/my.php?image=refractqh1.jpg)

And here are the files you need to drop in cstrike/materials
http://jeroendessaux.be/Refract.rar

Of course this is damn ugly now since i did this lightning quick, use diffrent textures and it should look better... Now if somebody could find a way how to animate it like water....:)

That looks wierd. Water doesn't refract on a window while looking into it's volume. It would refract on the surface but not here.

Snipergen
02-28-2008, 09:00 AM
That looks wierd. Water doesn't refract on a window while looking into it's volume. It would refract on the surface but not here.

In fact it just needs huge flat waves, i can't really explain but I will put a good exampe later this evening, and animated of course. Because yes this looks horrible lol.

goob24
02-28-2008, 02:17 PM
Thanks again, Snipergen.

I probably won't use your texture, just because I need practice making my own and want to get the effect exactly how I want it, but it will provide a great reference point from which to create my own. I have one more question, though: How do you make an animating texture? :confused:

I am exceedingly grateful for the lengths you have gone to just to help me; I now know how to do so many things that I couldn't figure out before. :)

goob24
02-28-2008, 06:20 PM
Well, I tried creating a material, and I failed.

I created three targas, the regular one, the normal map, and the du/dv map, as described in this (http://www.interlopers.net/forum/viewtopic.php?t=7216) tutorial. I then created a vmt with the parameters described in the tutorial, copied all of these files, pasted them in the same folder as the vtex for ep 1 (I am mapping for css not an orange box game) and cmd comes up saying that it failed with "error 9"

What am I doing wrong?