Effectless...


(Rought) #1

Sry for the uncreative Subject-Title but I don’t know the word for it :smiley:

I try to get the effect of the waterfall, when it falls on the water…hard to explain, sry… I know the effect of SOFII in the jungle…


Here you can see the effect very good…


(ratty redemption) #2

do you mean the mist that appears at the base (bottom) of the waterfall?

if et doesn`t have an entity to create the effect, then you can do that with shaders and an alpha channel tex.

I have made one for my water falls and I`m happy to share the source files, although I would need to ul the tex somewhere.


(Rought) #3

do you mean the mist that appears at the base (bottom) of the waterfall?

That’s exactly what I meant :wink:

Would you give me the source plz, you could help solving my problem very fast :smiley:


(ratty redemption) #4

sure, and would you like a pk3 with a sample waterfall and the mist, or just the mist, I can pack sample brushes .tga images and shader file.


(Drakir) #5

I think the best way to do this is to use a “target_smoke” with a custom shader.

Use a key of “shader” and a “value” of the shader u wanna use, i have fooled around with it a bit and you can do really nice looking particle effects this way.

This entity should be renamed to “target_particle_effect”!


(ratty redemption) #6

interesting and iffy has offered to host a prefab of my water fall and mist, which I`ll send him tomorrow, I might try out then include the target smoke effect, as well as my shader, tex version.


(Rought) #7

hmmm…nice idea…i should try that before…
but what shader does the target use? What parameters should be in the shader-file?


(Drakir) #8

You can use any type of shader with the target_smoke entity…when i fooled around i tried several different ones.
One that was really fun was when i used “textures/sfx/fan”…hundreds of small rotating fans flying up and dissapering!


(ratty redemption) #9

I may be another day or two getting my waterfall, prefab ready as I`m trying to get gtk 1.4 stable on my machine.


(Rought) #10

Thx for the Info…I’ll try your ways in a few days and then I’ll report about it, so everyone can use it :wink:


(shazmax) #11

Do you point to the texture for the shader value or do you point to the shader? I’m somewhat puzzled on this. I can put in a different texture - with a shader linked onto the texture. But do you link the shader or the texture?