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Thread: [TUTORIAL] Placing Water in Your H2V Map

  1. #11

    Re: [TUTORIAL] Placing Water in Your H2V Map

    Yeah I know, my computer runs H2V ok, not with all the *awesomeness* put into it. The water's dullness is because of my graphics card. It might turn out better for yours.
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  2. #12
    Senior Member Vicky's Avatar
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    Re: [TUTORIAL] Placing Water in Your H2V Map

    For some simple water it's ok i guess, although i would brush up a little on your 3ds skills.
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  3. #13

    Re: [TUTORIAL] Placing Water in Your H2V Map

    Besides placing the planes and attaching the shader what does 3ds have to do with what the water looks like? i'm asking because i really want to know.
    btw.. how does my water look?
    Last edited by johnnyblaz20; September 24th, 2007 at 02:13 AM.
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  4. #14
    Senior Member Patrickssj6's Avatar
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    Re: [TUTORIAL] Placing Water in Your H2V Map

    Quote Originally Posted by johnnyblaz20 View Post
    Besides placing the planes and attaching the shader what does 3ds have to do with what the water looks like? i'm asking because i really want to know.
    btw.. how does my water look?
    <image>
    Only the UVW tiling I think. Looks nice by the way ^^
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  5. #15

    Re: [TUTORIAL] Placing Water in Your H2V Map

    well i dont know how i could uvw a shader tag with no image on 3ds.
    the only thing that i know of besides the shader that you need to mess with is the map map bsp file in guerilla. messing with the bsp is one thing code brain forgot to put in his tut....... oh and messing with bitmap files in the shader do alot too.. but i'm learning. i want to know how to make splashes in the water when its shot or a vehicle goes through it.. and maybe splashes on the shoreline...
    is it possible and if so in what direction should i start testing??

    do i need to start with a certain shader template or something??
    Last edited by johnnyblaz20; September 25th, 2007 at 01:04 AM.
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  6. #16
    Senior Member Vicky's Avatar
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    Re: [TUTORIAL] Placing Water in Your H2V Map

    Water is still pretty fishy, at first i had the splashes and stuff but it wouldn't animate, after some fooling around with the shader it animated but the splashes etc. were gone. And for splashes it needs to be colidable but then when you try to walk through the water you look like that dude that lived a very long time ago...
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  7. #17

    Re: [TUTORIAL] Placing Water in Your H2V Map

    SO I set it with the collidable symbol in max? i did that already..
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  8. #18
    Senior Member Vicky's Avatar
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    Re: [TUTORIAL] Placing Water in Your H2V Map

    There's another topic about making water, maybe you'll find more there. I don't know if anyone has perfect water, if so maybe that person can post all titbits on how to create it.
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  9. #19
    Senior Member Patrickssj6's Avatar
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    Re: [TUTORIAL] Placing Water in Your H2V Map

    Quote Originally Posted by johnnyblaz20 View Post
    well i dont know how i could uvw a shader tag with no image on 3ds.
    the only thing that i know of besides the shader that you need to mess with is the map map bsp file in guerilla. messing with the bsp is one thing code brain forgot to put in his tut....... oh and messing with bitmap files in the shader do alot too.. but i'm learning. i want to know how to make splashes in the water when its shot or a vehicle goes through it.. and maybe splashes on the shoreline...
    is it possible and if so in what direction should i start testing??

    do i need to start with a certain shader template or something??
    I guess you can use a temporary check pattern material at first (3ds max build in).
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  10. #20

    Re: [TUTORIAL] Placing Water in Your H2V Map

    any tips on making water splash?
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