Help Needed With Water Brush
Quote from Shane on August 6, 2012, 11:15 amTrying to make water as you can see (using texture liquids/water_swamp_m2) and I'm having trouble. As you can see, the water looks as it should from above:
However from below, it's a different matter:
What do I need to do in order to make the water appear correct from underneath (If it's any help I also get this error during compile)
Thanks
Trying to make water as you can see (using texture liquids/water_swamp_m2) and I'm having trouble. As you can see, the water looks as it should from above:
However from below, it's a different matter:
What do I need to do in order to make the water appear correct from underneath (If it's any help I also get this error during compile)
Thanks
Quote from Skotty on August 6, 2012, 5:13 pmThe compiler already says it, you didn't defined a texture for the bottom of the water.
Because in Portal 2 you never stay alive one dropped into any water, they didn't add the texture.
This means, you need a custom VMT. Take a look in HL2's water VMTs to understand how it works.
The compiler already says it, you didn't defined a texture for the bottom of the water.
Because in Portal 2 you never stay alive one dropped into any water, they didn't add the texture.
This means, you need a custom VMT. Take a look in HL2's water VMTs to understand how it works.

Quote from josepezdj on August 7, 2012, 6:35 amShane wrote:Trying to make water as you can see (using texture liquids/water_swamp_m2) and I'm having trouble. As you can see, the water looks as it should from above:You cannot really use those textures into "liquids" folder alone. Those are used only as one part into the .vmt in Portal2. And, as Skotty mentioned, there are some other parameters into the .vmt that complement the "water" in the game and needs to be specified.
Water in the Source engine is a shader and needs 2 materials, one for the above and other for the bottom part. Try to avoid those with the _beneath part at the end of its name because, as it says, it's only the underneath part of the shader
(and you were using it for the above side btw) and the compile will show you that warning yellow message...
This is an example of how the .vmt file looks like:
- Code: Select all
"Water"
{"<dx90"
{
"$fallbackmaterial" "nature/water_tunnels01_dx8"
}"$abovewater" 1
"%compilewater" 1
"$forceexpensive" 1
"$reflectentities" 1
"%tooltexture" "nature/water_frame01_normal"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "2""$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "1"
// "$reflecttint" "[1 1 1]"
// "$refracttint" "{255 0 0}""$scale" "[1 1]"
"$bumpmap" "nature/water_frame01_dudv"
"$normalmap" "nature/water_frame01_normal""$surfaceprop" "water"
"$bottommaterial" "nature/water_tunnels01_beneath"
"$bumpframe" "0""$fogenable" 1
"$fogcolor" "{7 13 9}"
"$fogstart" -256
"$fogend" 512"$scroll1" "[.01 .01 .05]"
"$scroll2" "[-.025 .025 .075]""Proxies"
{"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .01
"texturescrollangle" 65.00
}
}
}
You cannot really use those textures into "liquids" folder alone. Those are used only as one part into the .vmt in Portal2. And, as Skotty mentioned, there are some other parameters into the .vmt that complement the "water" in the game and needs to be specified.
Water in the Source engine is a shader and needs 2 materials, one for the above and other for the bottom part. Try to avoid those with the _beneath part at the end of its name because, as it says, it's only the underneath part of the shader (and you were using it for the above side btw) and the compile will show you that warning yellow message...
This is an example of how the .vmt file looks like:
- Code: Select all
"Water"
{"<dx90"
{
"$fallbackmaterial" "nature/water_tunnels01_dx8"
}"$abovewater" 1
"%compilewater" 1
"$forceexpensive" 1
"$reflectentities" 1
"%tooltexture" "nature/water_frame01_normal"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "2""$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "1"
// "$reflecttint" "[1 1 1]"
// "$refracttint" "{255 0 0}""$scale" "[1 1]"
"$bumpmap" "nature/water_frame01_dudv"
"$normalmap" "nature/water_frame01_normal""$surfaceprop" "water"
"$bottommaterial" "nature/water_tunnels01_beneath"
"$bumpframe" "0""$fogenable" 1
"$fogcolor" "{7 13 9}"
"$fogstart" -256
"$fogend" 512"$scroll1" "[.01 .01 .05]"
"$scroll2" "[-.025 .025 .075]""Proxies"
{"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .01
"texturescrollangle" 65.00
}
}
}
Quote from Alexander Bell on August 7, 2012, 9:59 amYou're supposed to use nature/toxicslime textures, I'm pretty sure. Zivi gave me a link to a tutorial about it, and thats what they used. idk about the rest
You're supposed to use nature/toxicslime textures, I'm pretty sure. Zivi gave me a link to a tutorial about it, and thats what they used. idk about the rest
Quote from Shane on August 7, 2012, 5:39 pmI know Alexander, just wanted to try something different
And thanks guys, figured it out now.
I know Alexander, just wanted to try something different
And thanks guys, figured it out now.