Swimmable Water: Difference between revisions

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And there it is!
And there it is!
==Troubleshooting Problems==
===Visible Joints Between Water Brushes===
If you place brushes of water against one another, eg, along a channel, round corners, to form a canal, etc. and you can 'see the joins' then the most likely cause of the problem is that the surface textures do not align. We are used to aligning static textures but it is not so obvious with the dynamic translucent surface of water that we might not think of it. Just copy and paste shader one of the surface textures to all the others to get the same scroll and scale alignment and it should be OK.


{{tutorial-water}}
{{tutorial-water}}

Revision as of 06:26, 25 May 2008

written by angua

Create some walls

Watertutorial1.jpg

In this example, I made this little rectangular pool, but you can also use differently shaped structures.


Fill in your water

Draw a brush that is going to be your water volume and texture it with common/nodraw

[It has now been recommended that nodraw solid be used instead of nodraw as sometimes the water fails to function. - Fidcal]

Watertutorial2.jpg

Create the entity

In DarkRadiant: Select your brush, RMB -> Create Entity -> func_liquid

Watertutorial5.jpg

In the Entity Inspector you can see that the classname is now func_liquid, and the name func_liquid_1 (or a higher number if there are also other water sources present) It should also have a blue outline in the orthographic view (The XZ Front in this case)


Texture the surface

Select the face that is going to be the surface (Ctrl - Shift - LMB) and texture it with a nice water texture, for example Water_source/water_clear.

Watertutorial6.jpg

Do not assign the water texture to the whole brush, or you will see this: (You can also get rid of that z-fighting by dragging the brush into the wall so that it insersects with it.)

Watertutorial4.jpg


Test your water

Watertutorial3.jpg

And there it is!


Troubleshooting Problems

Visible Joints Between Water Brushes

If you place brushes of water against one another, eg, along a channel, round corners, to form a canal, etc. and you can 'see the joins' then the most likely cause of the problem is that the surface textures do not align. We are used to aligning static textures but it is not so obvious with the dynamic translucent surface of water that we might not think of it. Just copy and paste shader one of the surface textures to all the others to get the same scroll and scale alignment and it should be OK.