Flowmaps
Quote from Sprowl on December 26, 2012, 10:19 amHey guys,
I'm about to release my mappack but for that I want to do my own flowmaps for some fancy water. To create the flowmaps isn't a problem, they work flawless, but the problem is the water itself. As we all know the water has some brown/yellow goo stripes (or whatever they are called) on it. I believed that they would go away as the water moves but appear when it stops, which means that the flowmap handles this stuff. But the water looks the same everywhere. It moves as I specified in the flowmap, but the texture it has to change is just ugly.
I use the same vmt-code as Valve (but of course changed the linked flowmap) so I don't think there's a problem with it. But I don't think either that my flowmap is the reason why my water sucks. I'm confused.
My water
[spoiler]Flowmap
Ingame
- Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "sprowl/invertigo01_hflowmap"
$flow_normaluvscale 160
$flow_worlduvscale 1
$flow_timeintervalinseconds 0.6
$flow_uvscrolldistance 0.1
$flow_bumpstrength 1
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0011
$flow_debug 0
$basetexture "liquids/toxicslime_color"
$color_flow_uvscale 300
$color_flow_timeintervalinseconds 4.5
$color_flow_uvscrolldistance 0.11
$color_flow_lerpexp 1
$color_flow_displacebynormalstrength 0.007
"GPU<1?$forceenvmap" 1
"GPU<1?$envmap" env_cubemap
"GPU>=1?$reflecttexture" _rt_WaterReflection
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}[/spoiler]
Valves water
[spoiler]Flowmap
Ingame
- Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/mp_coop_tbeam_polarity3_hflowmap"
$flow_normaluvscale 160
$flow_worlduvscale 1
$flow_timeintervalinseconds 0.6
$flow_uvscrolldistance 0.1
$flow_bumpstrength 1
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0011
$flow_debug 0
$basetexture "liquids/toxicslime_color"
$color_flow_uvscale 300
$color_flow_timeintervalinseconds 4.5
$color_flow_uvscrolldistance 0.11
$color_flow_lerpexp 1
$color_flow_displacebynormalstrength 0.007
"GPU<1?$forceenvmap" 1
"GPU<1?$envmap" env_cubemap
"GPU>=1?$reflecttexture" _rt_WaterReflection
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}[/spoiler]
Hey guys,
I'm about to release my mappack but for that I want to do my own flowmaps for some fancy water. To create the flowmaps isn't a problem, they work flawless, but the problem is the water itself. As we all know the water has some brown/yellow goo stripes (or whatever they are called) on it. I believed that they would go away as the water moves but appear when it stops, which means that the flowmap handles this stuff. But the water looks the same everywhere. It moves as I specified in the flowmap, but the texture it has to change is just ugly.
I use the same vmt-code as Valve (but of course changed the linked flowmap) so I don't think there's a problem with it. But I don't think either that my flowmap is the reason why my water sucks. I'm confused .
My water
Ingame
- Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "sprowl/invertigo01_hflowmap"
$flow_normaluvscale 160
$flow_worlduvscale 1
$flow_timeintervalinseconds 0.6
$flow_uvscrolldistance 0.1
$flow_bumpstrength 1
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0011
$flow_debug 0
$basetexture "liquids/toxicslime_color"
$color_flow_uvscale 300
$color_flow_timeintervalinseconds 4.5
$color_flow_uvscrolldistance 0.11
$color_flow_lerpexp 1
$color_flow_displacebynormalstrength 0.007
"GPU<1?$forceenvmap" 1
"GPU<1?$envmap" env_cubemap
"GPU>=1?$reflecttexture" _rt_WaterReflection
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}
Valves water
Ingame
- Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/mp_coop_tbeam_polarity3_hflowmap"
$flow_normaluvscale 160
$flow_worlduvscale 1
$flow_timeintervalinseconds 0.6
$flow_uvscrolldistance 0.1
$flow_bumpstrength 1
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0011
$flow_debug 0
$basetexture "liquids/toxicslime_color"
$color_flow_uvscale 300
$color_flow_timeintervalinseconds 4.5
$color_flow_uvscrolldistance 0.11
$color_flow_lerpexp 1
$color_flow_displacebynormalstrength 0.007
"GPU<1?$forceenvmap" 1
"GPU<1?$envmap" env_cubemap
"GPU>=1?$reflecttexture" _rt_WaterReflection
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}
Quote from Sprowl on December 27, 2012, 6:38 pmI found it out by myself: The Flowmaps from Valve have an Alpha channel which controls the stripes:
I found it out by myself: The Flowmaps from Valve have an Alpha channel which controls the stripes: