- Nov 16, 2007
- 1,051
- 150
Ok since you guys make nice tutorials im gonna make one too.
You all know how to make water that stands still right? Now I am gonna teach you how to make "flowing water".
Dont think its ultra fancy it looks shit tbh but I am going to use it for waterfalls etc etc.
Basically its just a plane that moves a texture.
Lets go!
STEP 1
Make a texture that you want to be "water". I have a nice texture at the bottom of the thread for you to download.
Resolution: I prefer 512x512 AND make sure its a .vtf if you export with some alpha involved so you can see trough it a bit.
Save the .vtf as waterflow01.vtf
STEP 2
Teh vmt, you make a .txt file and you paste this in it:
UnLitGeneric
{
"$basetexture" "cp_vulcano/waterflow01" // Texture (.vtf) that this material uses
"$translucent" "1" // Material should be rendered as translucent
"$nocull" "1" // Material should be rendered when viewed from either side
"$surfaceprop" "water" // Type of surface; determines bullet impacts etc...
"$decal" "1" // This is a decal / overlay
"Proxies"
{
// Texture scrolls over time
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" ".15" // Speed of scrolling
"texturescrollangle" "270.00" // Direction of scrolling
}
}
}
The // means that its commented so the engine ignores the text and it's easy for you to understand what the actual code means.
NOTE: CHANGE THE CP_VULCANO TO YOUR MAPNAME!
Now save the .txt and rename it to waterflow01.vmt
STEP 3
The files, where to place them?
Easy, go to steam\steamapps\<UR STEAM NAME>\team fortress 2\tf\materials\
there, create a folder that is like your mapname, like you write in the .vmt earlyer.
So for me its D:\steam\steamapps\<UR STEAM NAME>\team fortress 2\tf\materials\cp_vulcano
Past the .vmt and .vtf there et voila, restart hammer, make something ultra cool and compile.
Want to have my textures to take a look?
DOWNLOAD HERE:
http://jeroendessaux.be/flowingwater.rar
You all know how to make water that stands still right? Now I am gonna teach you how to make "flowing water".
Dont think its ultra fancy it looks shit tbh but I am going to use it for waterfalls etc etc.
Basically its just a plane that moves a texture.
Lets go!
STEP 1
Make a texture that you want to be "water". I have a nice texture at the bottom of the thread for you to download.
Resolution: I prefer 512x512 AND make sure its a .vtf if you export with some alpha involved so you can see trough it a bit.
Save the .vtf as waterflow01.vtf
STEP 2
Teh vmt, you make a .txt file and you paste this in it:
UnLitGeneric
{
"$basetexture" "cp_vulcano/waterflow01" // Texture (.vtf) that this material uses
"$translucent" "1" // Material should be rendered as translucent
"$nocull" "1" // Material should be rendered when viewed from either side
"$surfaceprop" "water" // Type of surface; determines bullet impacts etc...
"$decal" "1" // This is a decal / overlay
"Proxies"
{
// Texture scrolls over time
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" ".15" // Speed of scrolling
"texturescrollangle" "270.00" // Direction of scrolling
}
}
}
The // means that its commented so the engine ignores the text and it's easy for you to understand what the actual code means.
NOTE: CHANGE THE CP_VULCANO TO YOUR MAPNAME!
Now save the .txt and rename it to waterflow01.vmt
STEP 3
The files, where to place them?
Easy, go to steam\steamapps\<UR STEAM NAME>\team fortress 2\tf\materials\
there, create a folder that is like your mapname, like you write in the .vmt earlyer.
So for me its D:\steam\steamapps\<UR STEAM NAME>\team fortress 2\tf\materials\cp_vulcano
Past the .vmt and .vtf there et voila, restart hammer, make something ultra cool and compile.
Want to have my textures to take a look?
DOWNLOAD HERE:
http://jeroendessaux.be/flowingwater.rar