Basic Water

- By MagicTMP
This tutorial was submited on Dec 31, 2004.

Before we start, I would just like to go through the DONTS of water:

· Water cannot be sloped.
· Remember that once you create water on a level plane it will stay on that plane no matter what.
· Leaks seem to make water messed up. Actually, leaks seem to have the habit of making the whole map messed up. FIX YOUR LEAKS!

If you fully comprehend these concepts, we can begin.

1.) In order to create water, you will have to create a brush textured with the "nodraw" or tools/toolsnodraw texture where you want your water to be.

2.) After you have done this, select the texture application tool from the toolbar. Select the top of your rectangular brush and texture it with a water texture. These can be found by filtering out "water". Make sure that only the top of the brush (the face textured with the water texture) is visible.

3.) Add a water_lod_control point entity into your map. This controls the transition between cheap and normal water. You do not need to learn about these two types of water right now. Just leave the values at default.

· If you want to learn how to learn how to make reflective water, read between the asterisks.

****

1.) In order to make reflective water, you will need to add an env_cubemap point entity at least 16 units above your water face.

2.) Go into the env_cubemap properties and go to the Brush Faces property. Click the "Pick" button and select the face of your water with the dropper.

That should do it. Now you have reflective water.

****

That is it, you created water in HL2. Now compile your map and revel in the glory that is HL2 water.



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Comments
perli55 - Dec 29, 2009
another problem...most of the water textures i use are solid...
look like water but act like stone so i drop in the water and die...
help...plzzzz...:)
BlackVenom - Jul 11, 2009
Thanks man!
Clay - May 11, 2009
Sorry people but I was wondering if someone knows what problem counter-strike source de_dust2 has with water in the map.

Im trying to partly fill "The pit" with some water but the ironic thing is.
I can splash in it. Shoot it and it makes the splash and sounds.

It is transparent when you look down at it, but when I "swim" down and look up it actually looks like the water I choosed. I'm not sure if there are leaks that would deny water in the map.
And furthermore what would be a good way to cover all of them since dust2 got alot I would guess.
But then again, I wonder how maps that Valve made with water would differ in the way they create everything. I wouldn't imagine that "water" maps would be inside a big square to cover all potential leaks.

Im using the "liquids/militiawater" texture.
And I got the water.lod.control and env_cubemap.
The error checker is just reporting that there is no player start.
I've also tried doing a full HDR compile and just the normal default compiles but it doesn't change the problem (didn't think it would buy why not eliminate options).

Anyone have some tips about water on dust2? =) thx in advance.
Stevokenevo - Dec 5, 2008
I finally got it to work. It had something to do with the bounding walls i was using for my 'cube' gameworld. I couldnt find any leaks, but i deleted all these walls, and replaced them with a single block with a 'hollow' command and this fixed the problem.
Stevokenevo - Dec 4, 2008
I tried adding water but when i run the map it is completely invisible. Jumping in it and splashing around works, but i cant actually see the surface. Any ideas where ive gone wrong?
Awesomeness is a Virtue - Oct 22, 2008
Oh, i just realised i messed that up, i meant that I did texture under the water, and it was taking AGES to load, and also, the cubemaps helped.
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