Waterfall

r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
<div class="IPBDescription">have water, need fall</div> I was wondering how i would go about creating a realistic waterfall.. i don't need niagra falls, just some water coming out the end of a pipe. the main thing is that you can't swim up it, and that it looks as real as possible..

thanks.

Comments

  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Create a small sheet of water with a func_illuionnary brush coming out of the pipe.
    Slap on a scrolling water texture.
    Give the entity a render fx of anything below 125 with render mode ADDITIVE.
    Put in enough lighting around the pipe to compensate for the water being ful lit (dang HL engine.. go figure!)
    Put in a few env_sprites at the base of the waterfall to simulate water churning.
    Put big ones near the sheet of water, and smaller ones around it.

    Make sure to give the brush's top a few clips to round it up so it doesn't look too blocky.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    edited December 2003
    Use a water texture with the "scroll" prefix on a func_conveyor with the "no push" and "no solid" flags turned on. if you have the guts, try a particle system or two for added realism.

    [edit]you would probably use the TEXTURE rendermode, it makes the water appear less luminescent than ADDITIVE.[/edit]

    This is a pretty common question, try some HL mapping tutorial pages and such for some more in-depth answers.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    <!--QuoteBegin--Erias+Dec 29 2003, 05:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Erias @ Dec 29 2003, 05:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Use a water texture with the "scroll" prefix on a func_conveyor with the "no push" and "no solid" flags turned on. if you have the guts, try a particle system or two for added realism.

    [edit]you would probably use the TEXTURE rendermode, it makes the water appear less luminescent than ADDITIVE.[/edit]

    This is a pretty common question, try some HL mapping tutorial pages and such for some more in-depth answers. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You don't need a func_conveyor since the water comes from a broken pipe.
    Just a func_illusionnary.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    If you want the water to look like it's falling, use a func_conveyor. A func_illusionary won't move.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Erias is correct. I'd by the way definetely go for a particle system: Let a few water-colored particles fall down with the func_conveyor and trigger a second system looking like the characteristic little 'fountain' at the bottom of the entity (use the 'spawn on collision' entry). If you take a look at ns_bast, you'll see that it's even possible to create small waterfalls based solely on this technique.

    <span style='color:white'>***Moved.***</span>
  • SlamDunkYourFunkSlamDunkYourFunk Join Date: 2004-01-05 Member: 25063Members
    <a href='http://www.karljones.com/halflife/waterfall/default.asp' target='_blank'>http://www.karljones.com/halflife/waterfal...all/default.asp</a>

    Pictures and everything <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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