I don't think water against a flat plane of glass would be distorted though. It'd be just like a fishtank, right?
That's caustics, not distortion. I believe pocket is talking about a ripple effect against the glass.
Some folders are automatically filtered out of the material browser because they're not normally meant to be used on brushes. /models/ is one; /effects/ is another. And there's no way to manually enter the path. I think the only workaround is to find a map that already uses it and get it into the recent materials list that way; that's what I did, back in the day.
Second point.
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Some folders are automatically filtered out of the material browser because they're not normally meant to be used on brushes. /models/ is one; /effects/ is another. And there's no way to manually enter the path. I think the only workaround is to find a map that already uses it and get it into the recent materials list that way; that's what I did, back in the day.
Really, though, you might be better off making your own copy and putting it someplace where Hammer can actually find it. Tumbo already posted the source code, so you can just copypaste that into Notepad and save it as a VMT. Come to think of it, if there's someone here who knows how to work with material proxies, we might be able to come up with a way to use PlayerProximity attribute to counter the weird scaling issue.
There is a rapture based map for sfm
Its name is sfm_jamaneedleinyourarm, maybe that will work
Assuming this is WW2 London, the blitz was less of a carpet bombing and more bombs dropped out of the sky at randomThe more I see of how pristine this map looks, the more the broken bits - the walls, the ruined fountain - stand out as really strange. What caused such tiny specific destruction? Did a battle take place here with precisely four hand grenades used?
The blitz was less of a carpet bombing and more bombs dropped out of the sky at random
Dont worry I have a planWell firstly not always, see coventry, but those bombs did not blow six-foot circular holes in walls and leave the entire rest of the city pristine and untouched. There's not even any damage or smoke in the 3D skybox!
Look at the image results for "blitz damage" - I can see one image on the whole page that's similar to what Valentine has - this one. You'll notice that sure, there's only a small hole in the wall, but the rest of the building is completely gutted- the floor has been blown down, all the windows blasted out, the roof is cracked and holed, and there's a massive pile of rubble! It's not a decorous little breach.
If i had my way this would be a PSA distributed with every copy of frontline - don't try to do "ruins" unless you're willing to go all-out on it.
This is true, but that's the effect they use in BioShock, and it's not like TF2 is a particularly realistic game anyway. Besides, when you go underwater, or are hit with jarate, you get that exact wobbly effect filling the screen; that's what water_warp is used for. With the limitations of Source (and possibly every current game engine), it's either that or no effect at all.I don't think water against a flat plane of glass would be distorted though. It'd be just like a fishtank, right?
You did put it in its own skybox right? As in, removed it from the main map, place it somewhere else in the vmf file, then enclose it in its own skybox brushes. If you leave it within the same skybox brushes as your own map then yes, it'll be visible.Guys i need help again!
I created a skybox wich works well execpt part of the skybox itself is visible in-game!
How can i fix this issue?
(http://imgur.com/a/0vBD8)
You did put it in its own skybox right? As in, removed it from the main map, place it somewhere else in the vmf file, then enclose it in its own skybox brushes. If you leave it within the same skybox brushes as your own map then yes, it'll be visible.
I think you should shorten that yellow tower, but otherwise that is a great set of buildings![]()
something