Water problem

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
User avatar
merlin
Corporal
Posts: 47
Joined: Tue Jan 13, 2004 11:22 am
Location: essex (uk)
Contact:

Water problem

Post by merlin »

Hello,
i have made a river and it works fine EXCEPT for one thing ,it does'nt go in the direction i want it to.
How can i make the river go length ways in my map (i.e 90 degrees)
because the animation of the water goes from one bank to the other and i want it to run all the way along my banks.
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
Angex
Major
Posts: 293
Joined: Mon Dec 30, 2002 1:23 pm
Contact:

Post by Angex »

Have you tried rotating the texture on your brush by 90 degrees ?

If that doesn't work, you'll probably need to change something in a *.tik or *.urc file.
User avatar
Kate
Colour Sergeant
Posts: 83
Joined: Fri May 28, 2004 12:01 pm

Post by Kate »

Hi Lt Neil,

Pressing CTRL & Shift left click your water surface. Press S to call up the surface inspector. Then enter rotation as 90

Hope that helps
Kate
Did you miss me? ..... Well get a better sight on your gun hehehe
User avatar
merlin
Corporal
Posts: 47
Joined: Tue Jan 13, 2004 11:22 am
Location: essex (uk)
Contact:

Post by merlin »

thanks for you help but i tried both and they did'nt work :(
i'll keep on at though!
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

have you got your textures locked for moves or rotation . Have a look on the textures menu and see . Here is what a shader manual says about the scroll
6.6.3 tcMod scroll <sSpeed> <tSpeed>
Scrolls the texture coordinates with the given speeds. ). The values "s" and "t" conform to the "x" and "y" values (respectively) as they are found in the original texture TGA, The scroll speed is measured in "textures" per second. A "texture" is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left. A negative t value would scroll the texture down.

Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel.

This should be the LAST tcMod in a stage. Otherwise there may be popping or snapping visual effects in some shaders.
and here is part of one of the water textures
textures/misc_outside/sf_deepbluesea
{
qer_editorimage textures/misc_outside/ocean2.tga
qer_keyword natural
qer_keyword liquid
qer_keyword ocean
qer_trans .4
surfaceParm trans
surfaceParm water
surfaceParm noimpact
cull none
tessSize 128
deformVertexes move 0 2 2 sin -3 1 0 .1
deformVertexes move 0 2 2 sin 0 5 0 .05
deformVertexes bulge -6 6 .3
// deformVertexes wave 1000 sin 100 80 1 .3
// deformVertexes bulge -6.2831853 16 .8
//bulge = numberoftimesrepeatedpertexture amplitude frequency
{
map textures/misc_outside/ocean2.tga
blendFunc blend
depthWrite
rgbGen identity
alphaGen dot .1 .6
tcMod scroll .01 0
tcMod scale 9 7
tcMod turb 0 .08 0 .08
}
Image
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

Hi Lt Neil.
Strange thing this is. If u really did rotate the texture on your river brush's faces, the streaming direction must have changed. Maybe it is still in a wrong direction but it must be a different one...
Btw, did u use, for the water, a patch mesh or a brush?
Post Reply