Sideways Water

taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
Is it possible to create a surface which is textured with a !watertexture, and animates like a water texture (that nice twisting morph effect), but is oriented sideways? I am trying to make a plasma conduit and have a blue version of one of the !toxic textures, and I would like that shifting plasma to be visible through the sides of the conduit, but if I texture the entire inner brush with the !plasma, then it becomes a normal water brush and only shows the texture on the top face.

If I put the texture only on the side faces, then those faces are just thrown away because it's not a valid water brush; if I rename the texture to a normal (non-!) name, then it won't animate. So I guess one solution would be to make my own animating texture that just mimics that water-morph effect and use that, but I don't know how to do that.. is there another way?

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I don't know if I understood what you mean but... if you texture it with the !texture and don't make it a water entity, it will work ok.

    oriented sideways? O_o
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    i think he means just water on a wall.
    do it the way you'd normally do water, it'll work fine.

    if you're doing it in pipes, make the pipe first, then make a new brush for the water/whatever inside
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
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    dude, you're speaking Portuguese again! NO clue what your saying (what is the !texture thing???)


    Erm... try putting the plasma inside the pipes (aka, make em 2 separate things) and then rotate the texture 90* ? (I presume this works... I can't compile and test my maps so... I haven't had a chance to try...)
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    I doubt this is possible, I've tried.

    And Jean, first of all, there's no need to spam your faces all over the board. Second of all, if you don't know what he's talking about, what makes you think you can help him? Third of all, the !texturename indicates that he's talking about a water texture. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    Okay.. maybe I didn't explain it very well. Attached is a screenshot of the conduit in Hammer, seen as a cross-section, next to a screenshot of how it appears ingame (compiled without rad).

    The trapezoidal-shaped brushes on the top and bottom are the metal parts of the conduit, and are textured as such. The rectangle between them is the plasma, which is only visible through the sides of the conduit (behind some grating, which is hidden in the Hammer view for clarity's sake). That inner brush is the problematic one.

    Mendasp- That's what I'm doing currently. All of the conduit brushes are worldspawn, there are no func_walls or func_waters. The inner brush is textured on all sides with the !plasma texture, but when viewed ingame, as you can see, it only displays the plasma on the top face of the inner brush, which is not what I want. I also tried only putting the !plasma texture on the visible sides of the brush (not the whole thing), but the engine throws away any faces which are textured with a !water texture, which belong to a brush which is not entirely textured as such (that's a convoluted way to say it, but I hope you get what I mean).

    Spacer- Not sure what you're suggesting..
    pic.jpg 74.1K
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    Maybe it would help to clarify that I don't care if the brush <i>acts</i> like water, since you can't get to it anyway (it's behind the grating, inside the conduit) - the only effect I care about is the morphing effect that you get on water textures, because I want the plasma in the conduit to look like it's moving; if I can achieve that effect by making an actually functional water brush, fine, if not, fine. I just want the visual component.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Well, you could make either an animated texture or a scrolling texture with func_conveyor. However, I believe what you're trying to do is impossible. Have you tried making it a func_water, however?
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    I could be wrong, but don't you have to start the texture name with '*' for the warping effect? i.e. "*water1" as a world brush.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-prsearle+Apr 6 2004, 01:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (prsearle @ Apr 6 2004, 01:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I could be wrong, but don't you have to start the texture name with '*' for the warping effect? i.e. "*water1" as a world brush. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, water brushes are always !texture. There is no *texture in terms of HL mapping.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    It's quite strange, have you tried with one of the ns.wad ! textures? I use the same effect in ns_phobia and it's working (I also use custom ! textures, but it's worth a try), it's just a world brush with that texture and I nulled all the faces that are not visible, I attached a screenshot, maybe it'll help.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    Hrm.. the first thing I tried was to put the water texture on the visible faces and leave the rest null, and when I did that it just didn't display those faces at all, but I tried it again and now it works. Still scratching my head over this one, but I'm not complaining.

    Thanks Mendasp et. al
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    edited April 2004
    It only works if the liquid brush is a world brush and not an entity brush. So a simple lump of !-textured water will work, but turning it into a func_wall or func_anything-at-all will cause the sides and bottom to be culled away.

    This means you can make it opaque, but any attempts to make it transparent or translucent will result in failure, since that requires it to be an entity.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin-ShdwStal+Apr 6 2004, 10:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Apr 6 2004, 10:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, water brushes are always !texture. There is no *texture in terms of HL mapping. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ooops - sorry about that. Getting confused with quake1 mapping here...
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