Swimmable Water: Difference between revisions
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Draw a brush that is going to be your water volume and texture it with common/nodraw | 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] | |||
http://img56.imageshack.us/img56/6537/watertutorial2at7.jpg | http://img56.imageshack.us/img56/6537/watertutorial2at7.jpg | ||
== Create the entity == | == Create the entity == |
Revision as of 20:20, 16 November 2007
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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!