Joined: Jun 23, 2010
Posted: Apr 30, 2012 09:30 PM
Msg. 2 of 3
Ok, here’s how to create an a30 Halo-style waterfall.
1. Create the mesh for the surface of your waterfall. You can make it more than
one poly wide, if you want the surface of the waterfall to curve in plan, but 1
poly wide is fine. Make sure that it has enough vertical divisions to make its
polys are roughly square.
2. UVW map it planar to the front.
3. Use “timberland_waterfall!” as the material name. (make sure that you copy
“timberland_waterfall.shader_transparent_chicago_extended” to the shaders
folder of your map.
4. UVW unwrap your waterfall mesh, and adjust the mapping so that the
polygons at the top of the waterfall taller than the poylgons at the bottom.
This makes the scrolling texture accelerate as it moves down the mesh. (This
is a bit hard to describe in text)
- That should be it
For more deep and varied waterfalls, copy the mesh in front or behind the original,
and move the entire UVW to a different part of the texture - this will give the
impression of more ‘layers’ in the waterfall.