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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written by angua

Create some walls

watertutorial1fh1.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]

watertutorial2at7.jpg

Create the entity

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

watertutorial5qk1.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.

poolscreenshotix7.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.)

watertutorial4qs0.jpg


Test your water

watertutorial3ax8.jpg

And there it is!