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Adding Water

Posted: Sat Jun 03, 2006 9:46 am
by ModzMaster
Allright, for my Safarri mod below i also want to add water is that possible?
please god say yes

Posted: Sat Jun 03, 2006 10:06 am
by DeviousDave
What map you using?

Posted: Sat Jun 03, 2006 10:33 am
by xXxCocoFangxXx
You need the plugin and it only works on Maps that have water.

Posted: Sat Jun 03, 2006 11:33 am
by WaywornMmmmm
The plugin is for raising water, not adding water.

Posted: Sat Jun 03, 2006 12:50 pm
by ModzMaster
I'm using Coagulation, it's got some water in the cave? is there a tut for that raising water trick anywhere

Posted: Sat Jun 03, 2006 12:59 pm
by Snaku
The water in the cave is different. It's constrained to that area, rather than being a plane through the whole level like Zanzibar, Headlong, or Relic.
There's a tut in page 2 of this thread. Unfortunately, as you can see from my post in page 4 of the same thread, I don't understand it at all.
If anybody knows how to do it and can explain in english, it would be much appreciated.
I do have a theory of a simpler, albeit not as good, method. You could inject a matte painting from one of the sp maps into your map. Check them out in the model viewer in Entity to make sure they're suitable--like actual rectangles with no funkyness anywhere. Also, check their bounding box (in Insolence) to see how big they are. I believe there is at least one that would be big enough to fill Coag. Lay it flat and swap its shader for a water shader. Keep in mind I haven't tried this yet--just an idea I've had, which is unfortunately unsuitable for what I want to do with water (I need it to stretch off into the distance).

Posted: Sat Jun 03, 2006 9:04 pm
by DeviousDave
Hm... I like your way but the only problems I could see with it is what you see beneath the water. lol, I was recently messing around with shaders on zanzibar (warthog glass damage red is the coolest by the way) and I made the roof water. The only thing is if you look through the water you can't see anything, just more zanzibar water on the bottom of the map. That probably wouldn't be a problem though since it's around an object, not the bsp.