Question About An Effect I'm Working On...
Reese
Join Date: 2003-05-08 Member: 16143Members
<div class="IPBDescription">alien textures and water..</div> I'm trying to work out an effect where an alien alpha texture is used over water to make it look like the infestation has grown on the water. The "water motion" is made up of two func_conveyors with the water texture at slow speeds (no push obviously) moving in two random directions. The water itself is a func_illusionary with the contents as volumetric light. Anyways, just looking for some comments, see if anyone has ideas on how to make it better.
Here's a pic:
Here's a pic:
Comments
looks great so far however, NS maps have been a bit lacking in the area of good-looking water so far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
maybe make the infest a little more see through <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
its great .. the part i dont get is : 2 conveyors in random directions ? why not just normal water ..?
yoda: I would like to get some better lights on the water, but I don't really know how. If it put the lights underwater it won't affect anything because at that point the lights are inside the brush, which means they won't light up the face the player is looking at. If I put a "skin" brush that is one unit in height and textured with the alien texture on top of a NULL textured water brush it will achieve the effect... but only if you're underwater. The only solution I have at the moment is to try some colored light_spots that hit the water at an angle. This should highlight the goo on the water and make it look better, but we'll see how it turns out. I'll have to look into it more... this is really my first attempt at using water in a map so I don't understand the dynamics too well.
I wish there was some kind of a "only recieve light values from target" addition to the func_ brush based entities. Then you could do that and set the target as whatever underwater light you have. Either that or just an option for xyz invertions of the normal on a face to be included in radiosity. (sorry if this is either too much info or incorrect math, it's been a while since I took a calculus class, much less anything else)
//edit
Ohhhhh..never mind...I see what you said about using conveyors instead now.