hl2 water waves/wash
travis
11-04-2005, 03:13 AM
Why hello thar.
I saw a post on here some months ago, someone showed a ss of what a mod team was doing to make their beaches more realistic. They had a whitewash sorta looking thingo around their water edges....would verymuch like to know howto do this... I searched and couldnt find it.
If anyone knows who posted it or where the post is ill appreciate getting that info.
Also since I posted in an old thread and some didnt re look, read the following.
Originally posted by travis
anyways http://mapmonger.com now provifrd hpsting for mappers. Browse your way to the hosting button
max file size is 10mb .zip and .rar extensions only :)
glhf
Ginger Lord
11-04-2005, 04:37 AM
You mean the stuff in Minerva: Metastasis mod?
No idea how to do that :P
TheSurgeon
11-04-2005, 05:36 AM
filter the textures for 'shore', and you should get 2 textures. choose the 2nd one, and use it as an overlay on the water. i only tried it with the first texture, which doesn't work for some reason, so i'm not sure if this one works either.
here's a thread from HL2world on them which might help:
http://www.hl2world.com/bbs/how-are-the-ocean-wave-overlays-used-vt41016.html?highlight=waves
travis
11-04-2005, 08:02 AM
Exactly what I was after, thanks :)
when i use the overlays, i get this error
face list count >= overlay_bsp_face_count
travis
11-04-2005, 06:17 PM
very common error, it happens when you have too many overlays on a brush.
trigger_waterydeath thats how thay do
in lostcost
its a weird error for me because it happens when i place it on the water. i made the water to fit only a few of these overlays and resized it so it wouldnt split ti up that much, but weirdly same problem.. how do you guys get it to work?
travis
11-05-2005, 05:09 AM
havent tried it myself, does your overlay go over multiple brushes? that causes the same error.... failing that id try a nodraw brush on top... see what happens.
Insta
11-05-2005, 10:07 AM
Just make one water-brush per overlay texture, then stretch the overlay to fit. Placing several overlays on the same brush will quickly give you some wacky errors and make your hair turn grey.
Waldo
11-05-2005, 02:34 PM
Anyone tried reverse engineering the Minerva method? AKA "decompile" it?
I'd be curious what the load is from this - would be nice to run a large beach with it on, and with it off - see if it made any difference or not.
And speaking of water/shore FX. I do like what FarCry does. I've been working with that engine a bit lately on a project. If you haven't seen it before, they have a free demo of it you can DL.
Insta
11-05-2005, 04:04 PM
Originally posted by Waldo
Anyone tried reverse engineering the Minerva method? AKA "decompile" it?
Actually the mod is open source, so if you still have it installed, the map source should be sitting in one of the subfolders.
mahhag
11-06-2005, 05:19 PM
Well I looked in the metastasis map and he used an info_overlay with the material as test_shorewave003a, however when I looked in the materials I could only find shorewave001 and 002, so I dunno where the other is. Maybe it's custom or maybe I just can't find it.
mahhag
11-06-2005, 05:23 PM
AH I found it, when you look in the metastasis folder, look in materials then test. There are 3 wave files then shorewave003a. Hope that helps! And if you can get it working, post it here so maybe I could learn how to di it too.
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