how creat a waterfall?

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Darth Gman

L1: Registered
Aug 25, 2009
22
4
Create a prop_dynamic, and double click on "World Model" in its preferences. In the search box type in "waterfall", and once the results are there just find which one you like.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Or, if you want to go through the effort of learning all of it, you could make your own.

Chances are, the premade ones won't suit you map perfectly, so until then you can create a [WATER BRUSH TO FILL ITS PLACE]
 
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zornor

L4: Comfortable Member
Jan 14, 2009
195
23
"A displacement made out of water" made me cringe :(

Unless you mean a fake water texture.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
It'd have to be an entitie which you can walk through cuz when i was very nooby to mapping i made one out of a water texture with func_water and i kept swimming up it into the skybox :)
 

blesser

L1: Registered
Sep 18, 2009
38
0
I can find any tutorial about this? cause the 1 in the models is to huge for my map
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
There's no specific tutorial for "Making a Waterfall for your Map" Maybe if you're really nice, you could ask someone to help you out. Or, you can Download Blender and make your own, but be warned, this will probably be very difficult.
 

blesser

L1: Registered
Sep 18, 2009
38
0
i think im better use the waterfalls include in the models then =) , its work well , now i need to know how creat the particules splash , i tried creat a brush and then apply the spash on it but is still not working , maybe some1 can help me with this =) thank you..
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Try with an env_steam.

Use a large number for start size and end size but keep them about the same.
Use a good roll speed like 30.
Make sure the flag "Emissive" is checked in the flags tab so that the color you choose in the steam properties will be used.
The length of the jet (lifetime) should be very long so that the large water particles stay alive long enough and look like they kinda rotate in place and keep all the "speed" and "spread" settings to a low number so that your particles don't fly too far from the location they spawn.
You might need to use more than one env_steam, but give them all the same name so that your trigger/logic_auto only needs to use 1 output to start them all.

Finally, make sure you turn it ON using a trigger or a logic_auto.

Try changing the properties until you got something that fits the size of the waterfall and the effect you want.

MQ
 
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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
Try with an env_steam.

Use a large number for start size and end size but keep them about the same.
Use a good roll speed like 30.
Make sure the flag "Emissive" is checked in the flags tab so that the color you choose in the steam properties will be used.
The length of the jet (lifetime) should be very long so that the large water particles stay alive long enough and look like they kinda rotate in place and keep all the "speed" and "spread" settings to a low number so that your particles don't fly too far from the location they spawn.
You might need to use more than one env_steam, but give them all the same name so that your trigger/logic_auto only needs to use 1 output to start them all.

Finally, make sure you turn it ON using a trigger or a logic_auto.

Try changing the properties until you got something that fits the size of the waterfall and the effect you want.

MQ

you might want to try env_splash too. a combo of both will look very nice in my opinion.
env_splash works pretty much the same way as env_steam so yeah, all the aboves apply to env_splash too
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Oh, and don't forget that there are a number of particle systems to fit the waterfall in sawmill, you can find them, well, in the decompiled sawmill of course!