Water-tanks

HypergripHypergrip SuspectGermany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
<div class="IPBDescription">how to make water behind glass look good</div> Hi ppl.

Work is prograssing well on ns_plato and right now I'm working on one of the hive rooms (Bio Lab).
On one end of the Room there is a large water tank behind a window.
Inside it's a func_water (and just added func_bubbles, too) wich works fine, but looks awful from the sides.
Just have a look:
<img src='http://www.et.fh-osnabrueck.de/~std9323/water_prob.jpg' border='0' alt='user posted image'>
Can anyone tell me how to make the area unter the surface look like water, too?
I'm planning to add tubes with flowing liquid in them, too, to some other rooms.. I think some bubbles alone just won't do.

Thx

Hyper

Comments

  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    Maybe give it a higher additive value?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    try <a href='http://www.vlatitude.com/tutorials.php?tutID=3' target='_blank'>this</a> although im not sure its got what you are looking for

    are you trying to get the water tex on teh side or just get a nice haze effect

    if water tex use func_illisuinary with the contents set to volumetirc light
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Ok, i hope this small picture can make clear up what it is I want:

    <img src='http://www.et.fh-osnabrueck.de/~std9323/water_prob2.jpg' border='0' alt='user posted image'>

    I think I could just Use a func_illusionary block or even a func_wall with texture rendering method, but if it is possible I'd like to stay with that func_water, because those waves are quite moody.
  • BlackSeerBlackSeer Join Date: 2002-11-01 Member: 2204Members
    Add a color to the water? No worked with water before <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    If you use a !liquid texture on a func_water entity, it will always make the sides and bottom invisible. To get the effect you want you'll need to work around it with a few tricks.

    First off, you'll need to make a func_wall or func_illusionary that only faces the window. This brush entity will need to have a texture that is not a !liquid type. My suggestion would be to find an animating texture that looks like water ripples, try various places like Wadfather.

    With all this in place it should look better.

    My own trick is a bit lazier, but seems to work okay. What I do is make a new glass texture that is tinted blue, and then use copious bubbles travelling through the tube (Or whatever it is). The combination of blue tint and bubbles is sufficient for me.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    edited May 2003
    I thought of that before... bad luck func_water really only has the surface visible.. I'd loved to have a "solid" water WITH waves <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    Well, can't have everything I guess.
  • 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 use a "!" water texture without any entity, it acts like water, and renders all faces...
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    But if you don't set it up as an entity it won't be transparent, Mendasp. So his env_bubbles would be obscured.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    edited May 2003
    <i>I'd loved to have a "solid" water WITH waves</i>

    Even if you could have the texture drawn on the sides of a func_water, I don't think the engine would be able to clip the water texture at every wave. And that would look ugly as hell, maybe like this:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    /_\__/_\__/_\__/_\
        \ /     \ /     \ /
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    On the other hand, are you just trying to simulate the fogging effect you get in water? This is also impossible <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> because the fog is not volumetric ie: it is only rendered of you are actually standing in it.

    If you want volumetric water fog you will also have to fake this, maybe with func_illusionary or particle system.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Would water in a tank have waves?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    with massive bubbles and temperature fluctuations maybe.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    you could use a particle system with low opacity sprites and the collision flag checked
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Just put a func_wall with a blue-ish texture on low visibility (texture mode, about 50 FX amount) and pretend the water goes all the way to the top.
    Peasy.
  • PRIMERPRIMER Join Date: 2003-03-17 Member: 14634Members
    From the side of front view, stretch the water down. Or even make a wall of water, behind the pane of glass...on it's side
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    i'd like to see a screeny of the effect when you find a way to do it...
  • NerosNeros Join Date: 2002-12-02 Member: 10398Members
    let me know to... im having the same trouble as you...
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Well guys... it's the choise:

    You can have water with waves but only the top surface visible (func_water).
    or
    You can have water that doesn't move but can be seen from all sides (func_wall or func_illusionary).

    I chose to use a func_wall, rendering mode texture and fx ammount of about 120... and i'm quite pleased with the look, what do you guys think?
    (It's one of the Hive locations "Bio Lab" of my map ns_plato.)

    <img src='http://www.et.fh-osnabrueck.de/~std9323/watertank1.jpg' border='0' alt='user posted image'>
    <img src='http://www.et.fh-osnabrueck.de/~std9323/watertank2.jpg' border='0' alt='user posted image'>
    <img src='http://www.et.fh-osnabrueck.de/~std9323/watertank3.jpg' border='0' alt='user posted image'>
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    You can also make a func_illusionary act as water by setting the "skin" property - I can't remember what it is though, google it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    A good technice to work around the 'bug' that transparent water does not have shadows:
    Create the water as a non-transparent func_illusionary. Make a screenshot from above. Convert the water from the screenshot into a texture and replace the func_illusionary by a func_water with that new texture and transparency. Then set the custom shadow flag of Zoner's RAD.EXE to the water color and... maybe we have some good looking water. Although this is my idea ™ I never tried it out. I don't think it will work out as I hope. But... now I'm really curious. Stay tuned, I will make a test level now.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Just change your map layout so that you only see the water from the top.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Here comes a lightmapped water texture:
    First pic is usual water, second pic is with lightmap. (I should only have used 1 light source. The second light was too much :/ )
  • NerosNeros Join Date: 2002-12-02 Member: 10398Members
    okay... tried that func_wall thing... and her is the result
    <a href='http://www.boomspeed.com/neros/watercontainer.jpg' target='_blank'>http://www.boomspeed.com/neros/watercontainer.jpg</a>

    I dont know if tis cause i use a cylinder, but it dont look good at all <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    HA HA! That looks really poor <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    If it is just plain fresh water, you should not have a "solid" look on the side of the water. A good example is if you fill a bottle with water. When you look into the bottle, can you see any "solid" sides? If the fluid has to be solid, make people feel like the fluid inside the canister has thick viscosity or something, like orange-juice.

    I'm just abit too picky, ain't I? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    That is just what the HL engine is like, you can only work around that by adding several planes of water on top of each other. Every single one very transparent.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Just remembered it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Use a func_illusionary with the "skin" property set to "-3" and you have yourself water that is visible on all sides.
  • UlatohUlatoh Join Date: 2002-12-18 Member: 10982Members
    stack the two methods, put the solid water that doesnt have waves down, and then put the other on top of it...


    front: /-\_/-\_/-\
    ------------


    side:
    |--------------
    | wavy
    | |------------
    | | block
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