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#1 |
![]() Join Date: Oct 2009
Reputation: 473
Posts: 1,466
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Old school wavy water + Couple of Hammer questions.
I've used hammer quite a bit however I'd like to know somethings:
Question one: Where's a good guide to getting really nice displacement controlling, especially when dealing with TF2-esque corners and displacements. Question two: GoldSRC Hammer what's better 3.4 or 3.5. Question three: Was I dreaming or did the func_water used to allow you make it raise and lower which you can still do, however it used to have a wavy function like the GoldSRC water. I enabled one of the disabled entities from the FGDs it has the Wave height properties, but it no longer works. I swear I remember making some waves in a pre-orangebox CS;S map. By the way, I know that Valve uses shaders and normal maps etc to give the appearance of waves and ripples however there are some cases where you need physical waves over 2d normals. The only thing I can think of is models however I'd imagine that would look rather bad too. |
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#2 |
![]() Join Date: Mar 2011
Reputation: 0
Posts: 41
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since L4D2 there are so called flow maps, if thats what you need
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#3 |
![]() Join Date: Oct 2009
Reputation: 473
Posts: 1,466
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That's slightly better but I was thinking physical waves.
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#4 |
![]() Join Date: May 2011
Reputation: 0
Posts: 54
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When I were making maps for CS (goldsrc) I use this entity (and its really have waves etc), when I meet Source I was wondered why they disable func_water and do no-entity, no-controlled water. I have no idea why they do this. For now I think that all what is not an geometry (or optimization) must be an entity. Water in Source is a strange thing.
But if you say about "physical" water, I think goldsrc water is not so physical. It looks for me kinda animation. Hey, also take note on func_water_analog. |
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