Need some help with my waterfall

Tutorials and discussions about Mapping - Introduce your own ones!

Need some help with my waterfall

Postby spookyrockjaw » Sun Dec 30, 2018 5:27 pm

So I have my level blocked out but I'm not sure of the best way to approach a waterfall. What I'm trying to do is a waterfall with a room behind it which is accessible by walking through the falls. Right now what I have is a non-solid brush with a vertical panning water texture on it and it doesnt look great.

I want it to look like fast falling water but I dont know how to control the texture panning speed. Or is there a better way to do this? An animated texture for instance?

Is it possible to make a water volume that turns the player's vision blue when walking through it? But I dont want them to be able to swim up the fall...

Lastly, it would look a lot better with some mist or fog at the bottom of the falls or maybe some splashing water texture. How can I do this?
spookyrockjaw
Novice
 
Posts: 15
Joined: Fri Dec 14, 2018 9:54 pm

Re: Need some help with my waterfall

Postby papercoffee » Sun Dec 30, 2018 5:46 pm

Some screenshots would be nice ...there are many ways to make a waterfall.
User avatar
papercoffee
Site Staff
 
Posts: 9170
Joined: Wed Jul 15, 2009 11:36 am
Location: Cologne, the city with the big cathedral.
Personal rank: coffee addicted !!!

Re: Need some help with my waterfall

Postby sektor2111 » Sun Dec 30, 2018 5:50 pm

Use a ZoneInfo Actor and look at properties for TexUPanSpeed TexVPanSpeed. I hacked these in a map for simulating a train stopping MH-TrainCommando if I well recall...
PanSpeed.PNG

You might want to see also MH-SkaarjTower whatever - there is a cascade around lake zone... check which zone is there and track properties.
User avatar
sektor2111
Godlike
 
Posts: 4001
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Need some help with my waterfall

Postby SzGergo » Mon Dec 31, 2018 3:40 am

stretching a texture (obviously) makes it's respective panning speed stretched(faster), that can be used to achive such effect.
(some times ago i made a map as a sort of experiment, DM-SpillwayXXL, that has a waterfall like that.)
You might want to make a brush instead of a simple sheet. You can add some tidbits to make it look nicee, like foglight, smoke generator(for vapor), even some rotating decos, like boulder with transparent liqud texture skin set enviromapcurvy can imitate some turbulent water (or lava).. etc
SzGergo
Skilled
 
Posts: 210
Joined: Fri Aug 27, 2010 2:48 pm

Re: Need some help with my waterfall

Postby Red_Fist » Mon Jan 14, 2019 8:46 pm

We should have a , Making Waterfall Contest, then if there is some maps to make a map pack would be a great tutorial on having samples made by different people to see how it's done, or could be done, an InfoPack, LoL
Binary Space Partitioning
Red_Fist
Godlike
 
Posts: 1495
Joined: Sun Oct 05, 2008 3:31 am

Re: Need some help with my waterfall

Postby SteadZ » Tue Jan 15, 2019 1:38 am

I personally find that particle emitters are the best way to create a waterfall :P

Spoiler: show
Image


.......
SZ
.......
"The problem with dreams is... you never know when you're gonna wake up"

Image
User avatar
SteadZ
Novice
 
Posts: 11
Joined: Mon Mar 10, 2014 11:19 pm
Location: Scotland
Personal rank: A Person

Re: Need some help with my waterfall

Postby Iacobus » Mon May 13, 2019 9:27 am

spookyrockjaw wrote:I want it to look like fast falling water but I dont know how to control the texture panning speed. Or is there a better way to do this? An animated texture for instance?

Animated texture, stretching in the texture editor, vpan, layers of different width and height

spookyrockjaw wrote:Is it possible to make a water volume that turns the player's vision blue when walking through it? But I dont want them to be able to swim up the fall...


You can either create a zone behind the warterfall and set the lighting in the zoneinfo properties or enable fogzone and place fog behing it, which if done properly would also improve the look of the waterfall

spookyrockjaw wrote:Lastly, it would look a lot better with some mist or fog at the bottom of the falls or maybe some splashing water texture. How can I do this?


SmokeGenerator. Will look better with custom animations

DM-ArcaneTempleWF2.rar
(525.73 KiB) Downloaded 11 times


Shot0136_1.jpg

Shot0119_1.jpg

Shot0108_1.jpg


SteadZ wrote:I personally find that particle emitters are the best way to create a waterfall :P


Where can I find those?
User avatar
Iacobus
Average
 
Posts: 49
Joined: Wed May 08, 2019 3:12 pm

Re: Need some help with my waterfall

Postby sektor2111 » Tue May 14, 2019 6:27 am

1) If ParticleEmitter has a native DLL support I wouldn't mess with it - On-Line won't work without a manual install :sleep: . Until some tutorial will deliver info about installing such things in client when are needed and... again debates about DLL files with unknown power and "features" are not welcomed...
2) I would not count on fog, some maps are bad at this point and majority of players have it turned off. :lol2:

So... we are bumping a topic from January which probably was already solved ?
User avatar
sektor2111
Godlike
 
Posts: 4001
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Need some help with my waterfall

Postby Iacobus » Tue May 14, 2019 9:57 am

sektor2111 wrote:1) If ParticleEmitter has a native DLL support I wouldn't mess with it - On-Line won't work without a manual install :sleep: . Until some tutorial will deliver info about installing such things in client when are needed and... again debates about DLL files with unknown power and "features" are not welcomed...


That's good to know. If this info was available after the last post I wouldn't have to bump it to ask about, would why? Looks very neat, though.

sektor2111 wrote:2) I would not count on fog, some maps are bad at this point and majority of players have it turned off. :lol2:


The lack of comprehensive tutorials might be one of the reasons for that.


sektor2111 wrote:So... we are bumping a topic from January which probably was already solved ?


If it was solved, we can't say it was thanks to the help of the forum. Whoever stumbles upon this thread in the future like I did, maybe looking for a solution, at least will have one vanilla option for the matter.
User avatar
Iacobus
Average
 
Posts: 49
Joined: Wed May 08, 2019 3:12 pm


Return to Mapping

Who is online

Users browsing this forum: No registered users and 5 guests