Water

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Sonsai
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Water

Post by Sonsai »

Yes :( I'm afraid to admit that I'm not good with water... I know the basics.. but I have an irregular shaped pond.. and I need water in it. I could use LOD terrain, but then there is no water underneath it.. and using multiple brushes isn't a good idea as the bodies of water would appear seperate in-game... and now I'm lost! Any ideas?
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tltrude
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multi brushes

Post by tltrude »

Water brushes can overlap and they should. If you need to use more than one brush, make the sides nodraw (as is normal) and apply the texture to the top and bottom of all the water brushes at the same time. That will make them move as one brush.
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Post by Sonsai »

Ooooh, so they can overlap... cool! Thanks!
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tltrude
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water

Post by tltrude »

Not each other, just the shore/banks and bottom.
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Post by Sonsai »

Yes of course, that makes my watering easier :) Thank you sooo much :D
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Alcoholic
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Post by Alcoholic »

for the textures that deform vertices, do you have to make them patch meshes, or can you just use brushes?
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Post by Balr14 »

Patch mesh is needed when you need textures to deform or curve, like the tire tracks in a road that goes around a curve. Of course, you usually have to put clip brushes on or under patch mesh, or you will fall through.
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Post by Alcoholic »

yeah what i usually do is clone the patch mesh and texture the clone with "clip all"
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Post by small_sumo »

There is also a skipwater or is it waterskip texture. I been using it latley.
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tltrude
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mesh water

Post by tltrude »

You would only need patch mesh water if you wanted it to flow around a bend in a river. But, when I gave it a shot, the texture scale was hard to contorl, and getting it to flow in the right direction was not easy either.

What does waterskip do? I don't even know what plain "skip" texture does--I think it is something like "hint".
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Post by Alcoholic »

in half-life, skip was used to cover all other 5 faces of a 'hint' brush, for dividing bis...
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Post by crunch »

Using the Surface Inspector with patch meshes can be very buggy.

I have found that the best way to use the SI with patches is to manually type the variables in the fileds instead of using the arrows.

But, if you want to use Horizontalshift, Verticalshift, and Rotation, you MUST type a scale in the Horizontalscale and Verticalscale windows first, or you will lose the texture. That includes if you want the scale NOT to change. In that case simply put "1" in each of those windows, and then type the other variables that you want.

In my expierience with water as a mesh, it does not respond to bullet hits. (Just something to keep in mind)

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Post by Alcoholic »

patches are easy for me all I do is type in a set number for x and y, and the texture is repeated a number of times on x, and b number of times in y. just find out the dimensions of the texture so you know a good set. for example, its easy to use on roads, just make sure before you start bending them, the texture is aligned right.
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Post by small_sumo »

I just keep hitting the natureal button, seams to work for me.
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