Making a good picture for flowing water?

Discussion in 'Mapping Questions & Discussion' started by Armadillo of Doom, Nov 20, 2008.

  1. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Following the excellent guide by Snipergen a prefab that I picked up somewhere, I easily added a moving texture. Problem is however, both of the pictures I used look really crappy :(
    http://i249.photobucket.com/albums/gg204/Immortal-D/Best of TF2/waterproblem1.jpg
    http://i249.photobucket.com/albums/gg204/Immortal-D/Best of TF2/waterproblem2.jpg
    The first is the default water from Hydro, and the second is a random picture I found. I can post the vmf if it will help. How the heck do you create a water picture/texture that's actually light, see-through, foam, etc.?
     
  2. Spike

    Spike L10: Glamorous Member

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    I can make you a nice model for a waterfall this weekend if you want to.
     
  3. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Oh cool :D Honestly, I was just looking for a decent image that I can turn into a texture, but that works too, lol. I used cordon for the screens, but I can provide you w/ pics of the full area if you like.
     
  4. laghlagh

    laghlagh L6: Sharp Member

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    You want it to be seamless? and half transparent?
     
  5. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    That would probably help too. Here's what I've got so far, taken mostly from the aforementioned prefab;

    "LightmappedGeneric"
    {

    <dx90
    {
    "$fallbackmaterial" "water/water_hydro_test_dx80"
    }

    "%tooltexture" "dev/tfwater_normal"
    "%keywords" "tf"
    "%compileKeepLight" 1
    "$nocull" 1


    "$basetexture" "water/water_hydro_base"
    "$bumpmap" "water/tfwater001_normal"
    "$normalmap" "water/tfwater001_normal"
    "$translucent" "1"
    "$surfaceprop" "water"
    "$envmap" "env_cubemap"
    "$envmaptint" "[.2 .2 .2]"
    // "$envmapcontrast" ".5"

    "$abovewater" "1"

    "$fogenable" 1
    "$fogcolor" "{51 43 13}"
    "$fogstart" "-100"
    "$fogend" "400"

    "$normalmapalphaenvmapmask" "1"
    "$bumpframe" "0"

    "Proxies"
    {
    "AnimatedTexture"
    {
    "animatedtexturevar" "$bumpmap"
    "animatedtextureframenumvar" "$bumpframe"
    "animatedtextureframerate" 30.00
    }
    "TextureScroll"
    {
    "texturescrollvar" "$baseTextureTransform"
    "texturescrollrate" "15"
    "texturescrollangle" "270.00"
    }
    }
    }
     
  6. cornontheCoD

    cornontheCoD L7: Fancy Member

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    There's a big tutorial on interlopers that describes how to make it semi-transparent, etc. if that helps
     
  7. Zeewier

    Zeewier L9: Fashionable Member

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    I'm working on a cartoon style waterfall. But it isn't done yet.
     
  8. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Thanks for the info Coron :) That should really help make the water look less blocky.
     
  9. Spike

    Spike L10: Glamorous Member

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    Can you tell me the size of the waterfall?
     
  10. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Right now the vertical part is 384x32x576. Since it's based around a displacement rock wall, the size can be easily changed as needed. Would be nice to have a river thing flowing above and behind it, but can live without.
     
  11. Spike

    Spike L10: Glamorous Member

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    I can give you a .vmt I made for the wave, you can adjust the scroll and normal texture and stuff. Copypaste it:

    "Refract"
    {
    "$model" 0
    "$scale" "[1 1]"
    "$refractamount" "0.5"
    // "$refractamount" "0.0"
    "$refracttint" "{181 236 250}"
    "$reflecttexture" "_rt_WaterReflection"
    "$reflecttint" "[1 .95 .85]"
    "$reflectamount" "0.75"
    "$envmap" "env_cubemap"
    "$envmaptint" "{57 132 162}"
    "$bluramount" "0.3"
    "$dudvmap" "dev/water_dudv"
    "$normalmap" "dev/water_normal"

    "$surfaceprop" "water"
    "$bumpframe" "1"
    "$nocull" "1"

    "Proxies"
    {
    "AnimatedTexture"
    {
    "animatedtexturevar" "$normalmap"
    "animatedtextureframenumvar" "$bumpframe"
    "animatedtextureframerate" "25.00"
    }

    "TextureScroll"
    {
    "texturescrollvar" "$bumptransform"
    "texturescrollrate" .3
    "texturescrollangle" 120.00
    }
    }
    }

    EDIT: the texture is for the flowing river, if you want to use it for the waterfall (I'm making a model for it, but if you want it brush based you can take it) you should modify the scale line to:

    "$scale" "[1 X]"

    With X bigger than 6. This will make the texture to lengthen and will look more like a waterfall
     
    Last edited: Nov 23, 2008
  12. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    That is awesome, thanks for the help m8 :) Gotta get my school stuff done right now, but I'll test this out soon as I can. I also want to see pictures of your model asap ;)
     
  13. cornontheCoD

    cornontheCoD L7: Fancy Member

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    would this code work for normal flowing water if I modified it a bit? I am trying to get flowing water, but not a waterfall. and would I use my own texture or a copy of valve's with the new vmt?
     
  14. Spike

    Spike L10: Glamorous Member

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    Of course it will work for normal flowing water.

    And I don't understand your second question. The VMT I've posted uses valve bumpmaps
     
  15. Apom

    Apom L6: Sharp Member

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    I used that vmt in one of my maps (well, not exactly that one, there were probably some differences). It caused huge FPS drops whenever used in an "active" area, so take care.
     
  16. Spike

    Spike L10: Glamorous Member

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    Here you have the waterfall, need to reescale it, do you like it in that way?

    [​IMG]

    [​IMG]
     
  17. Master

    Master L1: Registered

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    That waterfall definately look good. Is it a model or moving texture? I'm looking for a very good quality moving texture that doesn't interfere very much with the FPS but could be used in the skybox maybe, or in the map itself. Skybox would be my first choice as I would like to make very huge waterfalls surrounding the area.
     
  18. Cameron:D

    Cameron:D L6: Sharp Member

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    That does look very good!
     
  19. Spike

    Spike L10: Glamorous Member

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    It's a model with a water-like texture. The texture is very expensive, it would eat some FPS.
     
  20. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Spike my friend you are awesome, lol. Soon as finals are over I'll be testing out your vmt. As for the model, it certainly looks good, but more like a gentle stream coming down. I imagine a waterfall has having some white foam spray and visible lines b/c of the force that is moving it. Keep up the good work m8 :) Cuz that's certainly better than I could ever manage, lol.