Curved water coming out of a pipe?

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
I have a waterfall and a pipe model (models/props_pipes/concrete_pipe001a.mdl) in Hammer but I want to have it look like the water is coming out of the pipe like the picture bellow.

002.jpg


I am trying to make it look as natural as possible. Any ideas?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Custom model, like the waterfalls.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Could some sort of Arch Properties hackery work or do I have to use a custom model? I know how to import custom textures (like a custom floor) but not so much of custom models.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
How big is this water spout? Is it as small as the one in the photo or is it maybe big enough that you could make at least a temporary version out of displacements? I don't recommend trying to make it out of an arch either way.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Know of any good tutorials on how to do them? Wish Crash had some uploaded :/
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Can't get displacements to work, I am using a func_brush with nodraw and then a waterfall texture on top of it for the waterfall

EDIT: This is what I have so far, the goal is to have the waterfall (blue square) go inside the pipe that leads into blackness, which I still have to add.
 
Last edited:

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Can't get displacements to work, I am using a func_brush with nodraw and then a waterfall texture on top of it for the waterfall

EDIT: This is what I have so far, the goal is to have the waterfall (blue square) go inside the pipe that leads into blackness, which I still have to add.

A displacement can ONLY be a world brush. As soon as you tie it to an entity it quits working. Make it a world brush by selecting the brush (not the displacements) and hitting ctrl+W.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
hey guess what Powerhouse has

1C4556A7172FFF098921ACE9CA8DEB9A72FC7D23


Santa Gabe came early this year
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Wow perfect timing, BRB DE-COMPILING THE MAP REAL QUICK!
Edit: The more I look a that the more I realize Gaben is watching me, that is sort of what I was trying to achieve in the map I am making.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Wow perfect timing, BRB DE-COMPILING THE MAP REAL QUICK!
Edit: The more I look a that the more I realize Gaben is watching me, that is sort of what I was trying to achieve in the map I am making.

It's just powerhouse_waterfall.mdl (props_powerhouse) + what i assume is sewer_grate_end01.mdl (props_2fort) as well as probably some particles and sounds
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
It's just powerhouse_waterfall.mdl (props_powerhouse) + what i assume is sewer_grate_end01.mdl (props_2fort) as well as probably some particles and sounds
I haven't had the chance to even play the map yet yet alone look into the files for it.

My only complaint is it's in a playable area where people can hide in the waterfall.
I need to keep that in mind when I play the map.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Also why does the powerhouse waterfall show up as a big red block in hammer?

6rsHLmC.png


The other thing is that the waterfall on powerhouse actually cuts through the map quite a bit and is mostly covered up. Wonder why they made it so big when they only need to show that much. For perspective, the waterfall is like 90% covered by the rest of the map.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Go into your options and find, I think in the 3D View tab, model render distance. The higher you make it, the more models will render at a distance, which increases memory usage. But some props you can't even see without increasing the render distance.

It looks like they actually just recompile the sawmill waterfall. I wonder if it's different at all. Probably matches the new water texture I guess.