Ki11a_FTW
July 16th, 2007, 10:14 PM
Well this is a little thing i was expirementing with (excuse my spelling) and i ended up being able to create a decent waterfall, similar to the one you see in sanctuary. I followed these steps
Simple waterfall (like the one in ivory tower):
-template: two_alpha_clouds
-material: liquid_thin_water_deep
-set dynamic light spec to default and lightmap specular to 1
-cloud map: this should look like a waterfall ;) just make sure it tiles vertically and has a good alpha
-cloud map translation y: as you might expect this is just a linear function going from 0 to 1 and the time period changes the speed of the waterfall.
-cloud mask: just like any other mask, this is going to define the overall shape of your waterfall (in the case of the ivory tower waterfall, the mask defines the cutouts for the grate)
The difference then the quote above is that were using a different waterfall bitmap, and mask bitmap
The speed depends on the y-animated function(which is linear) and also how you uvw map\unwrap it. For best results try making it look more on the streached side.
Once you have done that makes sure the flag UNUSED in all of the shader's bitmaps is NOT CHECKED. Or this will result in...a black plane type thing.
Anyway, if you relinked the bitmaps and unwrapped the waterfall correctly it should look like this:
http://img374.imageshack.us/img374/239/waterfallfr2.jpg (http://imageshack.us)
(Bad Graphics, pic took on my old laptop)
-Download Mirror 1: http://www.wikiupload.com/download_page.php?id=179700
-Download Mirror 2: http://files.filefront.com//;8073217;;/ (http://files.filefront.com//;8073217;;/)
Mainly released for starters with the H2EK.
Credits:
Kornmans bitmaps
Ki11a_FTW's (me) waterfall shader
Simple waterfall (like the one in ivory tower):
-template: two_alpha_clouds
-material: liquid_thin_water_deep
-set dynamic light spec to default and lightmap specular to 1
-cloud map: this should look like a waterfall ;) just make sure it tiles vertically and has a good alpha
-cloud map translation y: as you might expect this is just a linear function going from 0 to 1 and the time period changes the speed of the waterfall.
-cloud mask: just like any other mask, this is going to define the overall shape of your waterfall (in the case of the ivory tower waterfall, the mask defines the cutouts for the grate)
The difference then the quote above is that were using a different waterfall bitmap, and mask bitmap
The speed depends on the y-animated function(which is linear) and also how you uvw map\unwrap it. For best results try making it look more on the streached side.
Once you have done that makes sure the flag UNUSED in all of the shader's bitmaps is NOT CHECKED. Or this will result in...a black plane type thing.
Anyway, if you relinked the bitmaps and unwrapped the waterfall correctly it should look like this:
http://img374.imageshack.us/img374/239/waterfallfr2.jpg (http://imageshack.us)
(Bad Graphics, pic took on my old laptop)
-Download Mirror 1: http://www.wikiupload.com/download_page.php?id=179700
-Download Mirror 2: http://files.filefront.com//;8073217;;/ (http://files.filefront.com//;8073217;;/)
Mainly released for starters with the H2EK.
Credits:
Kornmans bitmaps
Ki11a_FTW's (me) waterfall shader