Raising Liquid
Quote from SpAM_CAN on May 30, 2011, 2:17 pmIs it possible to have goo that rises? I always used to just use a func_brush and a func_door, but the func_brush never shows, neither does a water_analog.
Any ideas?
Is it possible to have goo that rises? I always used to just use a func_brush and a func_door, but the func_brush never shows, neither does a water_analog.
Any ideas?
Quote from Another Bad Pun on May 30, 2011, 4:26 pmhttp://www.youtube.com/watch?v=DkNdzxZjRTU&feature=fvwrel
Google is your freind.
Edit: If the water never shows up it's probably either the texture, or Portal 2 dosen't support it at all.
http://www.youtube.com/watch?v=DkNdzxZjRTU&feature=fvwrel
Google is your freind.
Edit: If the water never shows up it's probably either the texture, or Portal 2 dosen't support it at all. ![]()
Quote from SpAM_CAN on May 30, 2011, 4:33 pmI think its the textures, Portal 2's water is a more complex shader than in HL2 :c Ah well, i'll work around it ^.^
I think its the textures, Portal 2's water is a more complex shader than in HL2 :c Ah well, i'll work around it ^.^
Quote from gf1024 on May 30, 2011, 4:42 pmIf your map is not extremely huge and complex, you may want to try, if all else fails, instead of raising the water, lowering the rest of the map...
If your map is not extremely huge and complex, you may want to try, if all else fails, instead of raising the water, lowering the rest of the map...
Quote from Another Bad Pun on May 30, 2011, 4:45 pmgf1024 wrote:If your map is not extremely huge and complex, you may want to try, if all else fails, instead of raising the water, lowering the rest of the map...That's how the Pros crash they're maps! Really guys It's not worth it.
That's how the Pros crash they're maps! Really guys It's not worth it.
Quote from mbortolino on May 31, 2011, 6:03 amedit - sorry missed that youtube link above
http://developer.valvesoftware.com/wiki/Moving_Water
Quote:Though moving water is possible, it has some limitations.The water shader cannot be used. However, bump mapping is allowed (akin to "cheap" water).
Moving water will not always react the same as normal water. Client-side entities, such as broken props in HL2MP or ragdolls, do not float in this type of water.
Splashes (most noticeably those caused by explosions) will not render correctly. Splashes appear to be created at the water's original position, rather than its current position.
Underwater fogging does not occur, making the water seem "bright" compared to normal water brushes.There's a workaround to the fogging - see the hl2 airboat level maps. & cheap water can look ok if you give it a decent envmap.
edit - sorry missed that youtube link above
http://developer.valvesoftware.com/wiki/Moving_Water
The water shader cannot be used. However, bump mapping is allowed (akin to "cheap" water).
Moving water will not always react the same as normal water. Client-side entities, such as broken props in HL2MP or ragdolls, do not float in this type of water.
Splashes (most noticeably those caused by explosions) will not render correctly. Splashes appear to be created at the water's original position, rather than its current position.
Underwater fogging does not occur, making the water seem "bright" compared to normal water brushes.
There's a workaround to the fogging - see the hl2 airboat level maps. & cheap water can look ok if you give it a decent envmap.
Quote from ChickenMobile on May 31, 2011, 8:31 amI would just mimic the water using an animated texture on a func_brush parented to a door or a func_train/movelinear if all else fails.
In portal all water is poisonous so you don't really need it to act like water, like in other source games.
I would just mimic the water using an animated texture on a func_brush parented to a door or a func_train/movelinear if all else fails.
In portal all water is poisonous so you don't really need it to act like water, like in other source games.
