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#1 |
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Guest
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Need help with TF2 water
Well I'm making my first map in Hammer (I've had some previous experience with other mapping programs for other games, so I'm not completely new to mapping)...
And in this map, there is water, but when I make it, I get green water instead of blue (like in 2fort)... Please help ASAP. Screenie: ![]() Yes, the map is Helm's Deep from LotR (don't mind the extra parts all over the map and bad lightning, this is merely version 0,001 :P)
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#2 |
![]() Join Date: Sep 2007
Reputation: 126
Posts: 1,530
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Wow, you created TFC's Well water in TF2. <g>
Did you follow the Source Engine basics for this water? |
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#3 |
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*snicker* Well, they have to dispose of bodily fluids somehow!
![]() When I've tried using water, it just came out super-dark, nearly black. I figured it was probably a lighting issue, as I haven't put in my skybox or gotten a cubemap working yet. |
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#4 |
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Please, I need solutions!
I made a long brush which I textured with no-draw. Then on it's top side I textured it with some 2fort_water.. I made it an entity with some func_water_analog or something similar.. And when ingame, I get this... ![]() HELP ASAP! EDIT: Yes, I made a cubemap like in Valve's tutorial... But they should really consider updating it to fit TF2 mapping..
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#5 |
![]() Join Date: Sep 2007
Reputation: 14
Posts: 486
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I can only think of 3 ways.
1. Your skybox is a brick, that reflects bad. 2. Your ground is dark too. 3. Do you have a light_environment? |
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#6 |
![]() Join Date: Sep 2007
Reputation: 126
Posts: 1,530
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If you made it func_water_analog check out my notes here:
http://www.sdknuts.net/akg/tutorials...ValveWorks.asp |
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#7 | |
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Guest
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Quote:
Is there another way to make TF2 water? I'm trying to make my water just like the one in 2fort... Please help! |
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#8 |
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Guest
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It's not supposed to be an entity brush. Just leave it a normal solid.
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#9 |
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#10 |
![]() Join Date: Sep 2007
Reputation: 14
Posts: 486
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sovereign... just make a brush, all the sides of it nodraw, than you select the top face of the brush and place the texture water_2fort on it. It's not harder than that
![]() If that doesnt work, its something about your map that causes an error. I always have water in my maps, and if the water acts weird I know something is wrong in the map. |
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#11 |
![]() Join Date: Sep 2007
Reputation: 98
Posts: 847
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Seems as already suggested, the issue lies in the walls and ceiling of your map, the brush that surrounds the lot... try an experimentsand change the surrounding blocks texture from brick to 2D skybox, see if that changes the color of the water, also if required add in the light environment entity.
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#12 |
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Guest
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I tried changing the ceiling, nothing happened. I changed the texture from underneath the water. Nothing happened. I made water a normal brush and etc., like Snipergen suggested.
However, when I did what Snipergen suggested, my water lost it's green part.. Now it's transparent.. What the hell?? Come on, guys.. Can someone make a 2fort water prefab or something? ![]() ![]() ![]() ![]() I need your assistance... PS: I saw a tutorial somewhere, but I forgot to fave it so I can visit it later.. The tutorial was about merging textures or something like that.. |
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#13 |
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Guest
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2forts water is murky brown. its the reflection of the blue sky that makes it seem blue
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#14 |
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Guest
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Thank you... Now how the hell do I make the water look blue?
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#15 |
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Guest
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texture the top part of ur map with the skybox texture. then u need to choose which 2d sky u want. since u want it to be like 2fort use 2forts sky. so go to Map -> Properties. this brings up a dialog box for the sky name parameter put "sky_tf2_04". put a light_environment somewhere in your map (doesnt really matter where since the light comes from the skybox texture and not the light_environment entity). under the light_environment properties (select it and press alt+enter) changes its angle to: 0 145 0 pitch: -45 brightness: 216 207 194 700 ambiance: 200 202 230 60 (i got this info from this page which lists all sky from source games http://developer.valvesoftware.com/wiki/Sky_list )
now place some env_cubemaps above the water. somewhere around 32 units above the water. now compile. load up the map, make sure u have sv_cheats set to 1. (in console type: sv_cheats 1); then in the console type: buildcubemaps reload the level n it should be good. **this will not make the water actually be blue. but it should be the same effect as 2fort. |
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