for Half-Life 2 » Scenery and Setting
updated Mon Feb 6th 2006 at 1:43am
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CS_Militia-like Flowing Water
updated Mon Feb 6th 2006 at 1:43am
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10134 views
by Kizza (view all articles)

unrated

Those of you who have played the source remake of cs_militia will have noticed the impressive effect at the edges of the river that show how it is flowing. This tutorial will demonstrate how to create the same effect in your own map.
1. Use GCFScape to extract "rootcstrikematerialsmodelspropsCS_militiariver01.vtf" from "counter-strike source shared.gcf"
2. Open Notepad and paste this, then save it as "flow.vmt" (without the .txt extension):
3. Place both these files in your "<game>/materials" directory, or a sub-directory of your choice (eg. "<game>/materials/mapname") and then restart Hammer and/or the SourceSDK.
4. Create the shape of your water geometry (slanted, waterfall, flat?) and texture it as normal water.
5. Copy the entire water geometry and place it 1 unit above and away from the original.
6. Texture the surface of this in your new "flow" material and adjust scale and offset to suit.
7. Compile, and if the water is running upstream, rotate the flow 180 degrees, either in your map or in your .vmt file that defines the texture scrolling properties.
7a. Enjoy.
-Kizza
Note: If you wish to distribute maps with these textures you will need to use BSPZip to include the files.
1. Use GCFScape to extract "rootcstrikematerialsmodelspropsCS_militiariver01.vtf" from "counter-strike source shared.gcf"
2. Open Notepad and paste this, then save it as "flow.vmt" (without the .txt extension):
UnLitGeneric
{
"$basetexture" "river01" // Texture (.vtf) that this material uses
"$translucent" "1" // Material should be rendered as translucent
"$nocull" "1" // Material should be rendered when viewed from either side
"$surfaceprop" "water" // Type of surface; determines bullet impacts etc...
"$decal" "1" // This is a decal / overlay
"Proxies"
{
// Texture scrolls over time
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" ".15" // Speed of scrolling
"texturescrollangle" "270.00" // Direction of scrolling
}
}
}
3. Place both these files in your "<game>/materials" directory, or a sub-directory of your choice (eg. "<game>/materials/mapname") and then restart Hammer and/or the SourceSDK.

4. Create the shape of your water geometry (slanted, waterfall, flat?) and texture it as normal water.

5. Copy the entire water geometry and place it 1 unit above and away from the original.

6. Texture the surface of this in your new "flow" material and adjust scale and offset to suit.
7. Compile, and if the water is running upstream, rotate the flow 180 degrees, either in your map or in your .vmt file that defines the texture scrolling properties.
7a. Enjoy.
-Kizza
Note: If you wish to distribute maps with these textures you will need to use BSPZip to include the files.