Water... custom textures???

Creating custom water textures? Need help..

By XxSignHerexX 4 years ago

Yo.. im in the middle of makin a bit of a weird map and i need a little help. Is there a tut or can some one tell me how to make a texture that has water attributes.. considering ive looked for a while and have found anything that really matches my wants... so if you could give me a link or quick explain how to make a custom texture water, either through creating a new texture with different attributes or if its possible to do just in hammer. Thanks. -XxSignHerexX

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    Logan Dougall

    Did you mean the shader/refraction properties of the water, or just the effect of it, ie splash's

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    The effect of it, splash ect.. I got this texture i have but i want it to act like water, could care less if it refracts..

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    Sebhael

    Watching this thread, I might need to make a custom water texture later on as well...

    Im a noob
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    I don't think you can make water textures, just materials.

    This might help: http://developer.valvesoftware.com/wiki/Water_Shader

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    .. not possible to make water textures... there has got to be a way..

    • although that link did sorta help.. infact i think i understand it. but a sample vmt er w/e would be nice...
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    Logan Dougall

    Your vmt should look like this

    "water" { Texture Code here }

    the water type makes the splashes etc for you. just use the same code from the normal texture, you may have to add in the water fog code but not too sure on that, been a while formyself.

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    If you just set the surfaceprop for some material to "water" that might get you where you want to be. That should at least make it splash instead of taking bullet holes. If you need to change the look of a volume of water, putting an illusionary brush just under the surface that has your texture on it might do the trick.

    Yeah or if what Lost posted works that'd be even better.

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    Alright ill give u feedback on how it turns out ;D thx for the help

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    Well so far.. if successfully got the water noise to come and such with this: "LightmappedGeneric" { "$basetexture" "XxSignHerexX/BoxRredBblackW" "$surfaceprop" "water" } this also shows bullet holes, so in conclusion it sounds like water, but acts nothing like it when ever i use "water" { "$basetexture" "XxSignHerexX/BoxRredBblackW" } i get nothing but a white block... no attributes of water, not even showing up as a texture.

    and when i use

    "water" { "$basetexture" "XxSignHerexX/BoxRredBblackW" "$surfaceprop" "water" }

    i also get nothing.. but i dont think im following lost on what he says

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    K i feel really stupid, lost had me on the right track tho, you do start it out like that but there are plenty more parameters and such that i thought were useless heres an example/what i ended up with. for future reference i think it would be good to create a tutorial.. but i cant just because i am terrible at explaining stuff but here it is:

    "LightmappedGeneric" { "$basetexture" "XxSignherexX/boxrredbblackwater" "$scale" "[0.2 0.2]" "$translucent" "1"

    "%compilewater" 1
    
    // This is needed for physics, etc.
    "$surfaceprop" "water"
    
    // You must have this. . this is a material that is practically identical
    // to this one in most cases.  It must have $reflecttexture disabled, and
    // you can set for params uniquely for underwater.
    "$bottommaterial" "XxSignherexX/boxrredbblackwater"
    
    // This is needed for the proxy below which animates the normal map, etc.
    "$bumpframe" "0"
    
    // Enable water volumetric fog.
    "$fogenable" 1
    
    // This is the color of the fog in the water when looking from above.
    // You'll have the same thing in the bottom material for when looking from 
    // below.
    "$fogcolor" "{25 25 15}"
    
    // This is the distance in inches from the eye which water fog starts.
    // This has to be 0.0 for edge fading to work properly.
    "$fogstart" 0.00
    
    // This is the distance in inches from the eye which water fog ends.
    "$fogend" 150.00
    
    "$abovewater" 1 
    
    "$texoffset" "[0 0]"
    
    // The water generally looks better if we scale it down a bit
    "$texscale" "1"
    
    "Proxies"
    {
        "AnimatedTexture"
        {
            "animatedtexturevar" "$basetexture"
            "animatedtextureframenumvar" "$frame"
            "animatedtextureframerate" 15.00
        }
    
        "TextureScroll"
        {
            "texturescrollvar" "$texoffset"
            "texturescrollrate" .025
            "texturescrollangle" 45.00
        }
    

    So basically where ever u see a directory such as "xxsignherexx/datatatada" is where you should put yours. also the fog is a really gross green so if u want to do something with that u can theres plenty of things to mess around with.

    -XxSignherexX