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Water behind Glass - A Tutorial for Source Engine.

Water behind Glass Since you’re reading this you have probably created water behind glass only to find that nothing shows from the side views, other than the glass itself. What you need to do is create an illusion, something cloudy or moving. If you hold up a glass of water and look at it from the side what do you see? Take the same glass and fill it from a river, probably cloudy. To create this illusion I’ve experimented with many methods available to us. All three brushes are the same size, but they don’t have to be. The env\_embers volume only needs to be large enough for the Players view. trigger\_waterydeath is not for CS:S or DOD:S but it’s a nice addition in HL2. When the Player steps into the water they’ll see, feel and hear, water leeches. The main brush is for the water itself, but instead of a normal water brush I’ve used func\_water\_analog for this, textured on all sides with nodraw and the top surface textured with nature/water\_movingplane. This moving water entity works great for tanks and renders cheaply. You don’t have to set any properties, since in your tank it’s the appearance that’s needed not the potential it has for movement. There are full tutorials on the site for normal water and moving water. The only property you need to set for the trigger\_waterydeath brush is to check the Flag Clients. This brush is entirely textured with the tools trigger material. These are the properties I used for the env\_embers, but you should experiment. - The Density can look nice if set higher and lower. - Adjust the direction of the ember flow from the Properties. - One property that can often look better when the tank can only be seen from the front is Particle Lifetime. On this I’ve set that value to 1.0 but it’s often best at 4.0, however allowing the particles to live for 4 seconds will let the embers flow right out of this tank.
Class: env\_embers
Ember Type: Smooth Fade
Density: 38
Particle Lifetime: 1.0
Particle Speed: 18
Ember color: 201 201 201
Flag: Start On
  • Noforgivin avatar
    Noforgivin Joined 15y ago
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    Posted by Semper Fi!
    Posted by Neiko Uh, it may just me believing it's there in your first screenshot (The in game one). But, what is it that makes the blueish watery tint + slight distortion from the side view in the window? =x
    Ember color: 201 201 201
    tweak that till you get the "Blueish" color (should be roughly 200 200 255)
    That only affects the color of the embers right? Or does it also affect the color of the whole brush?
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    Posted by Neiko Uh, it may just me believing it's there in your first screenshot (The in game one). But, what is it that makes the blueish watery tint + slight distortion from the side view in the window? =x
    Ember color: 201 201 201
    tweak that till you get the "Blueish" color (should be roughly 200 200 255)
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    Neiko Joined 17y ago
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    Uh, it may just me believing it's there in your first screenshot (The in game one). But, what is it that makes the blueish watery tint + slight distortion from the side view in the window? =x
    KNIFE THE ONOS!
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    Posted by SGT_kick_ur_ass You took no part in this! It should not be a Studio Release.
    Oops sorry i din't no i put it under studio submission well i change it now thanks for reminding me.
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    You took no part in this! It should not be a Studio Release.
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    Turbosmooth dat shit.
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    Headcrab5 Joined 15y ago
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    Wow nice helped me a lot thanks :P... Although if i make a map i wont use it xD lol.
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    Tank u... Nice Work !
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    Remove your name from the credits, you took no part in this.
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    Turbosmooth dat shit.
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