Water

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Contents

Overview

Water in ETQW consists of three elements: water surface, water volume and fog light.

  • Water surface - a plane with a water texture on it.
  • Water volume - a liquid_water entity - is responsible for properties such as buoyancy and splash effects.
  • Fog light - creates the 'murky water' effect. It is a normal light with a special “fog” texture assigned to it.

Water surfaces

Water materials

You can create a water material yourself (recommended) or you can use existing ones (bear in mind that they are map specific and probably won’t match your map). Since you can’t load them using Media inspector (because they’re not in textures folder), you need to use a hack. Go to the Textures browser and make sure Filter dialog box is clear.

Open the Surface inspector, in Material dialog box type the name of the material i.e. water/outskirts_water (here's the list of available water materials) and hit enter. The material will appear in your Textures browser.


Creating water surfaces

For creating water surfaces you can use brushes, patches or models.

Image:Water brush patch model.jpg

Brushes and patches

You can use multiple brushes/patches and make various shapes. Brushes need to be thin (about 2 units high), with a water material applied to the top face and (if the water is deep enough for the player to swim) water_underside applied to the bottom face. Other faces should be textured with nodraw. To make a water surface out of patches you need two layers of patches placed directly one above the other. Top layer should be textured with water material, bottom one with water_underside.

Models

Water models allow you to use more advanced settings, like fading out the edges for a smooth transition, but require more time and effort. Here’s how you make a water model.

Water Volume

Create a brush and apply the water/nodraw_water material to it (again, you have to type this manually into the Material field of the Surfaces inspector, since it's not in the textures list). With the brush still selected click RMB in a 2D window and select liquid>liquid_water. Liquid_water is best used for water that is deep enough for the player to swim.
For shallow water like puddles use collision_water texture instead. Place a thin brush textured with textures/common/collision_water closely below the water surface. Collision_water generates splash effects but doesn't have buoyancy properties.

Fog light

Create a light. With the light selected bring the Light Editor and from the window on the right side select one of the waterfog textures. Then choose a color for your light.

Putting it all together

Position your water surface. Place the liquid_water entity and the fog light directly below. Water surface and the top face of the liquid water should be on the same level. Make sure that the fog light boundaries are below the water surface.

List of water materials

water/underwater 
water/ark_ocean 
water/ark_ocean_underside 
water/canyon_water 
water/canyon_water_underside
water/outskirts_water
water/outskirts_water_underside
water/outskirts_puddles_water
water/island_ocean
water/island_sewer
water/island_ocean_underside
water/island_ocean_underside_sewer
water/island_ocean_back
water/quarry_water
water/quarry_puddles
water/refinery_water
water/refinery_water_underside
water/sewer_water
water/sewer_water_underside
water/sewer_interior
water/sewer_interior2
water/sewer_interior3
water/slipgate_water_southpond
water/slipgate_water_southpond_underside
water/slipgate_water_northpond
water/slipgate_water_northpond_underside
water/slipgate_nexus_water01
water/valley_water
water/valley_water_underside
water/valley_water2
water/volcano_water
water/volcano_water_underside

See Also

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