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
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
i cant seem to understand that tutorial is there an easier way
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.
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.
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
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 unreal2but 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
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:
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.
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...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.
HEY! it worked!
just make sure the texture has a high enough resolution as the one I chose was kinda pixellated.
![]()
If you use a shader (at least the one I used) , then the stretched look doesnt really happen.
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.
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 ginge
can anyone tell me which texture package to look in for decent liuid textures?
You can adjust the scale of the texture on the fluidsurface by using the UTiles and VTiles properties. (Old, but thought you should know).Originally posted by Verizian
just make sure the texture has a high enough resolution as the one I chose was kinda pixellated.
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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 waterVerizian
..long and winding rivers are impossible in ut2003 and unreal2..![]()
cheers, i'll give it a go.
and ur right they are extemely unorganised
try dom-goose.utx and fireengine.utx
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