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?
Need some help with my waterfall
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- papercoffee
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Re: Need some help with my waterfall
Some screenshots would be nice ...there are many ways to make a waterfall.
- sektor2111
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Re: Need some help with my waterfall
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...
You might want to see also MH-SkaarjTower whatever - there is a cascade around lake zone... check which zone is there and track properties.
[attachment=0]PanSpeed.PNG[/attachment]
You might want to see also MH-SkaarjTower whatever - there is a cascade around lake zone... check which zone is there and track properties.
Re: Need some help with my waterfall
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
(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
Re: Need some help with my waterfall
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
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Re: Need some help with my waterfall
I personally find that particle emitters are the best way to create a waterfall
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Re: Need some help with my waterfall
Animated texture, stretching in the texture editor, vpan, layers of different width and heightspookyrockjaw 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?
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 waterfallspookyrockjaw 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...
SmokeGenerator. Will look better with custom animationsspookyrockjaw 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?
Where can I find those?SteadZ wrote:I personally find that particle emitters are the best way to create a waterfall
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Re: Need some help with my waterfall
1) If ParticleEmitter has a native DLL support I wouldn't mess with it - On-Line won't work without a manual install . 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.
So... we are bumping a topic from January which probably was already solved ?
2) I would not count on fog, some maps are bad at this point and majority of players have it turned off.
So... we are bumping a topic from January which probably was already solved ?
Re: Need some help with my waterfall
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:1) If ParticleEmitter has a native DLL support I wouldn't mess with it - On-Line won't work without a manual install . 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...
The lack of comprehensive tutorials might be one of the reasons for that.sektor2111 wrote:2) I would not count on fog, some maps are bad at this point and majority of players have it turned off.
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.sektor2111 wrote:So... we are bumping a topic from January which probably was already solved ?