<!--QuoteBegin--coolcookiecooks+Aug 17 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coolcookiecooks @ Aug 17 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> theres a texture named +waterfall or summin, apply that to a shape and make it func_water. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ok! Thank you very much!
<!--QuoteBegin--coolcookiecooks+Aug 17 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coolcookiecooks @ Aug 17 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> theres a texture named +waterfall or summin, apply that to a shape and make it func_water. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Exuse me, but I didn't find this texture....
Its a 5 frame animated texture. place the +0 texture on a func illusionary, rendermode solid, fx-amount 100-200, invisible from top down (comm couldnt see it then).
instead you could use a func_conveiour, pitch down, not solid, no push, rendermode solid, fx-amount 100-200 or a env_particle_custom effect.
You can use func_conveyor with an animating texture like the two (khaki and blue) in liquids.wad, set the conveyor to non-solid and make it transparent. This way it works like a combination of a func_water and a trigger_push. Most of the time though it is set to render mode normal (non-transparent), non-solid and textured with a texture beginning with scroll... These textures have no animation themselves but they are scrolled along the surface they are on. Usually animated textures in HL have 10 FPS, but scrolling textures 'animate' as fast as your 3D card renders the 'frames'. So step by step you would: create the flowing water geometry turn the stuff into a func_conveyor apply the null texture to the whole thing texture the visible sides with a scroll... texture don't forget to set the right angle and the non-solid flag.
What I have never seen in an NS map is a strong current that you can't swim up. /me laughs imagining a skulk leaping up the river like a salmon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Comments
ok! Thank you very much!
Exuse me, but I didn't find this texture....
Its a 5 frame animated texture. place the +0 texture on a func illusionary, rendermode solid, fx-amount 100-200, invisible from top down (comm couldnt see it then).
instead
you could use a func_conveiour, pitch down, not solid, no push, rendermode solid, fx-amount 100-200
or
a env_particle_custom effect.
So step by step you would:
create the flowing water geometry
turn the stuff into a func_conveyor
apply the null texture to the whole thing
texture the visible sides with a scroll... texture
don't forget to set the right angle and the non-solid flag.
What I have never seen in an NS map is a strong current that you can't swim up. /me laughs imagining a skulk leaping up the river like a salmon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->