Water-tanks
Hypergrip
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
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
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
<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.
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.
Well, can't have everything I guess.
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.
Peasy.
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'>
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.
First pic is usual water, second pic is with lightmap. (I should only have used 1 light source. The second light was too much :/ )
<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-->
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-->
Use a func_illusionary with the "skin" property set to "-3" and you have yourself water that is visible on all sides.
front: /-\_/-\_/-\
------------
side:
|--------------
| wavy
| |------------
| | block