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Thread: adding water

  1. #1
    legacy-stealth_ut2003
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    Default adding water

    now i have managed a terrain i would like to add some water to the terrain i understand this is done using the add spacial brush feature

    does anyone know of any tutorials that explain this

  2. #2

  3. #3
    legacy-stealth_ut2003
    Guest

    Default

    i cant seem to understand that tutorial is there an easier way

  4. #4
    legacy-stealth_ut2003
    Guest

    Default

    ahah, i have found a way by:

    creating a red box and puting it from where you want the water to be then clicking volume and choosing water volume then adding a special brush.

    my only problem is i cant find a suitable texture + how can you make the texture semi-transparent so you can see it and see through it, i can only find make it invisible which is no use.

  5. #5
    Iron Guard
    Join Date
    Jun 2002
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    516

    Default

    The best way is to use a "fludisurface info" actor (found in the actors browser. make sure its NOT the occilator.

    then right click about where the water will go. and place fluidsurface info there.

    You'll get a bubbly sheet. then go into the texture brower and find a water texture. to test you can just use a glass texture from AWGlobal. highlight the texture in the browser than right click on the bubbly sheet and go to, properties/display/skins and add/then hit "use"

    Then create a normal red builder brush where the swimable area will be and add water volume. dont need special brush.

    Then move the water sheet to line up with your water volume.
    you can resize the water by its properties/display/drawscale.


    Hope that helps.

  6. #6
    legacy-stealth_ut2003
    Guest

    Default

    ok that makes alot of sense.
    plus i think doing it this way will enable me to be able to create a ripple.

    also i want the fluid to cover my whole map so if the terrain is under halfway it is filled with water.

    but the problem is the fluid info only goes up to 255 in x and y size. and i want it to cover the wholoe 10000x10000 map and when i did multiples it made it really slow for some reason

  7. #7
    MSgt. Shooter Person
    Join Date
    Jul 2003
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    117

    Default

    but the problem is the fluid info only goes up to 255 in x and y size. and i want it to cover the wholoe 10000x10000 map and when i did multiples it made it really slow for some reason
    Game engine limitations. I wanted to make a map with a long and winding river but had to give up on it because of this very reason as it's impossible in ut2003 and unreal2

  8. #8
    MSgt. Shooter Person
    Join Date
    Aug 2002
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    Default

    hey thanks for explaining about changing the texture on the fluid surface i was finally giving up after ages of going through all the options on the fluid surface info lol and was gonna ask, but then i saw this thread and thought it might be useful

    (i was right )

    Cheers :up:

  9. #9
    Iron Guard
    Join Date
    Oct 2002
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    560

    Default

    Or you could find a stock map and copy & paste the water from that into your map then alter its properties to suit. Saves loads of time and hassle.

  10. #10
    Iron Guard
    Join Date
    Jun 2002
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    Default

    DO NOT change the fluidx size from 48 or whatever its set at, change the drawscale.

    My latest map has water wall to wall and its damn big. BR/CTF-Contact

    I actually decreased the fluidx sizes e.t.c down to 8

    then upped the drawscale. What your doing is adding an insane amount of polygons instead of strectching the water.

  11. #11
    MSgt. Shooter Person
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    Jul 2003
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    Default

    Originally posted by Buckyfg
    DO NOT change the fluidx size from 48 or whatever its set at, change the drawscale.

    My latest map has water wall to wall and its damn big. BR/CTF-Contact

    I actually decreased the fluidx sizes e.t.c down to 8

    then upped the drawscale. What your doing is adding an insane amount of polygons instead of strectching the water.
    Let me just try this out...

    HEY! it worked!

    just make sure the texture has a high enough resolution as the one I chose was kinda pixellated.



  12. #12
    Iron Guard
    Join Date
    Jun 2002
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    Default

    If you use a shader (at least the one I used) , then the stretched look doesnt really happen.

  13. #13
    legacy-ginge
    Guest

    Default

    can anyone tell me which texture package to look in for decent liuid textures?. i was following a tutorial that said to open the liquids package [there were screenys there with it open] but i aint got the liquids package in there, should i? or is that not a base package?and if not where else can i look. i want something like the water on irondiety, very plain and not showing distinct reflections, but all the textures i can find have some reflection on or are ****e, plz plz plz help driving me mad.

  14. #14

    Default

    Originally posted by ginge
    can anyone tell me which texture package to look in for decent liuid textures?
    AFAIK Liquids.utx is a UT1 package, not 2k3. Try opening up some levels that have water and see what they use, that's the only real way. The packages are extremely unorganized.

    Originally posted by Verizian
    just make sure the texture has a high enough resolution as the one I chose was kinda pixellated.
    You can adjust the scale of the texture on the fluidsurface by using the UTiles and VTiles properties. (Old, but thought you should know).

  15. #15
    Verizian
    ..long and winding rivers are impossible in ut2003 and unreal2..
    If you try to use fluid surfaces for it yes. You can make a tesselated Staticmesh in the shape of your river though and add it as a progmesh. Might not be as good looking as Fluid Surfaces, but it doesn't have to be square, so you can make waterfalls too or even tubes of water

  16. #16
    legacy-ginge
    Guest

    Default

    cheers, i'll give it a go.
    and ur right they are extemely unorganised

  17. #17
    MSgt. Shooter Person
    Join Date
    Aug 2002
    Posts
    325

    Default

    try dom-goose.utx and fireengine.utx


 

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