Making a good picture for flowing water?

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Here's the final .vmt (I edited it a little bit so you can use it on brushes and it's aligned vertically to the texture movement.

"Refract"
{

"$scale" "[1 1]"
"$refractamount" "0.5"
// "$refractamount" "0.0"
"$refracttint" "{181 236 250}"
"$reflecttexture" "_rt_WaterReflection"
"$reflecttint" "[1 .95 .85]"
"$reflectamount" "0.75"
"$envmap" "env_cubemap"
"$envmaptint" "{181 236 250}"
"$bluramount" "0.2"
"$dudvmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"

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

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

"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .8
"texturescrollangle" 270
}
}
}


Remember to buildcubemaps or the texture would look weird (strange blue colours).

For the foam, I could put a foam material inside (there's one made by mapper shirokko which I used on cp_pirate_island) , so It would look like refracted foam. And maybe some particle waterfall effects (which are already made by Valve but I never get it working :()
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Unfortunately, the water particles are from Half-Life (not in a common/shared .gcf). Since you can't presently add particle systems to a .bsp, it's not even possible to extract them for hand-made inclusion.
 

Kengon

L1: Registered
Jul 4, 2012
31
4
Here's the final .vmt (I edited it a little bit so you can use it on brushes and it's aligned vertically to the texture movement.

"Refract"
{

"$scale" "[1 1]"
"$refractamount" "0.5"
// "$refractamount" "0.0"
"$refracttint" "{181 236 250}"
"$reflecttexture" "_rt_WaterReflection"
"$reflecttint" "[1 .95 .85]"
"$reflectamount" "0.75"
"$envmap" "env_cubemap"
"$envmaptint" "{181 236 250}"
"$bluramount" "0.2"
"$dudvmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"

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

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

"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .8
"texturescrollangle" 270
}
}
}


Remember to buildcubemaps or the texture would look weird (strange blue colours).

For the foam, I could put a foam material inside (there's one made by mapper shirokko which I used on cp_pirate_island) , so It would look like refracted foam. And maybe some particle waterfall effects (which are already made by Valve but I never get it working :()

Sorry to bump this, but it's definitely related, and I've searched far and wide for other threads that answer the same question, just to end up here.

When I copy-paste this into a .vmt and put it in my map, nothing shows up.

What am I doing wrong? Do I need to download a texture? Compile something additional?

Thanks so much for reading this so far! And sorry again for the bump. :(
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
What exactly do you mean by "nothing shows up"? Is it pink and black, is it totally transparent, or what?
 
T

The Asylum

Probably a dumb question, but you do have a .vtf for the .vmt right?

.vtf is the actual texture itself, .vmt tells the game how that texture behaves
 

Kengon

L1: Registered
Jul 4, 2012
31
4
It's literally nothing, as in completely transparent. No refract all.

And no, I don't have a Vtf for the Vmt, but the Vmt doesn't point to a local Vtf file, so should I really need one? :(

In hammer, the refract Vmt shows up as a nice blue tint and with refraction on the surface too (like a water shader). I also loaded the map in Garry's Mod, to no change at all.

Any help? :O
 

Kengon

L1: Registered
Jul 4, 2012
31
4
Update: I've tried a different defract package (by TopHattWaffle) in the same place, to no avail. I've tested the map in Garry's Mod too, and nothing. I did the whole thing as per instruction from the TopHattWaffle tutorial.

:(
 

Kengon

L1: Registered
Jul 4, 2012
31
4
Herp derp.

All I needed to do was bind it to a func_brush.

My bad!