flowing water tricks

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wacko
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Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

flowing water tricks

Post by wacko »

found out:
when you want to make water flowing in a winding creek, you will make the water with simlple patch maeshes. If you made just one huge mesh for a longer creek, this might get confusing, so you will make many meshes. Afterwards you'll have to texture it with a scrolling, transparent texture and align this 'natural'ly.
Now, sometimes they are right, sometimes they scroll in the wrong direction.
But: you can make your own shader for your personal creek-water: Copy the shader of a nice water-texture into a new text-file, for smooth connections kick the waves (delete the
line with deformvertexes in it.
Then, you'll find:
qer_editorimage textures/anydirectory/anytexture.tga
qer_keyword natural
qer_keyword liquid
qer_keyword ocean
qer_trans .4

Change the first line to a new tga-file with arrows drawn on it. This will help aligning the texture very much! the last line with qer_trans makes the texture look transparent in MOHradiant. If you don'T need to see through, change this to 0 (or was it 1?!).
These changes won't affect the look of the texture in MOHAA, JUST in MOHradiant.
If you now align the texture in MOHradiant all the same direction, and the scroll is still wrong, change the parameters in the line
tcMod scroll .0 0.15 Here the texture would scroll 0 units in direction x and 0.15 in direction y. If you change this, you won't have to realign or even rebuild your meshes in MOHrad again.
And changes in the shader don't not need to be recompiled - just start your map in mohaa and you'll see the changes!
jv_map
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Re: flowing water tricks

Post by jv_map »

Wacko wrote:the last line with qer_trans makes the texture look transparent in MOHradiant. If you don'T need to see through, change this to 0 (or was it 1?!).
Just omit :wink:. Nice info by the way 8).
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