Swimmable Water: Difference between revisions

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fixed images
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== Create some walls ==
== Create some walls ==


http://img159.imageshack.us/img159/1645/watertutorial1fh1.jpg
[[Image:Watertutorial1.jpg]]


In this example, I made this little rectangular pool, but you can also use differently shaped structures.
In this example, I made this little rectangular pool, but you can also use differently shaped structures.
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[It has now been recommended that nodraw solid be used instead of nodraw as sometimes the water fails to function. - Fidcal]
[It has now been recommended that nodraw solid be used instead of nodraw as sometimes the water fails to function. - Fidcal]


http://img56.imageshack.us/img56/6537/watertutorial2at7.jpg
[[Image:Watertutorial2.jpg]]


== Create the entity ==
== Create the entity ==
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In [[DarkRadiant]]: Select your brush, RMB -> Create Entity -> func_liquid
In [[DarkRadiant]]: Select your brush, RMB -> Create Entity -> func_liquid


http://img50.imageshack.us/img50/3331/watertutorial5qk1.jpg
[[Image: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)
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)
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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.
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.


http://img46.imageshack.us/img46/3431/poolscreenshotix7.jpg
[[Image: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.)
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.)


http://img64.imageshack.us/img64/4618/watertutorial4qs0.jpg
[[Image:Watertutorial4.jpg]]




== Test your water ==
== Test your water ==


http://img104.imageshack.us/img104/4840/watertutorial3ax8.jpg
[[Image:Watertutorial3.jpg]]


And there it is!
And there it is!


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

Revision as of 13:48, 17 November 2007

This article has missing images. Please upload them to the wiki and interlink them. When the images are complete, remove the {{missing-image}} from the article.

written by angua

Create some walls

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]

Create the entity

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

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.

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.)


Test your water

And there it is!