trigger water splashes?


(eiM) #1

hey boys & girls,

for my next map which is set at the sea I would like to create some effects for the waving sea with water splashing at the harbour. I tried it with some animated texture but up to now its not the desired effect.

What I though about is why can’t I use a func_explosive or something similar creating damage underwater (grenadelike). Shouldnt this be followed by a proper water splash? =)

Now the problem I see is if I want these splashes to repeat every X seconds I need thousands of func_explosives. Is there any way to re-birth a func_explosive or are there alternate entities which I could make use of to trigger explosives via script? target_explosion? I couldnt find any reference on how to trigger the different entities :< how is an func_explosive triggered by script to explode?

An other attemt would be to simply use the animation ET creates for water splashes, though i couldnt find any in the textures yet, only the waves created by it. If you know where to look, tell me =)

Greetz


(th0rn3) #2

You can try to work something out with original splash sprites…


(eiM) #3

An other attemt would be to simply use the animation ET creates for water splashes, though i couldnt find any in the textures yet, only the waves created by it. If you know where to look, tell me =)
;=). I only see one texture in models/weaphits/ for the wather “splashs” but this aint animated in any way which sucks :stuck_out_tongue:


(Avoc) #4

Its animated in the shader I think. Try taking a look at the “weapons_hit.shader” or something like that.


(eiM) #5

the only shader that has a water_splash part is the _unsorted.shader in etmain/scripts

water_splash
{
entityMergable
nopicmip
{
map models/weaphits/water_splash.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
}
}

Though this is, as you can see, only the plain image without any animation.
The ripples of the water are animated and those work ingame aswell with:

watersplash
{
cull disable
{
animmap 20 models/weaphits/splash2_1.tga models/weaphits/splash2_2.tga models/weaphits/splash2_3.tga models/weaphits/splash2_4.tga gfx/colors/ablack.tga
blendfunc blend
alphaGen wave inversesawtooth 0 1 0 4
}
}

Though thats not even close to what I want =) Any ideas? It isnt possible to change the opacity of a texture via script making it animated that way?


(TomTom7777) #6

If I recall correctly the water splash is for bullets hitting the water (don’t have time to recheck the code right now). Unfortunately the animation for bullet effects are not just inside shader files, they are also partly done inside the C code. And animap has limitations. So you can make your own splash shaders etc but getting enough changes and randomizing the changes so they don’t look like canned effects (i.e. repetitive ) is the hard part.

You could do a timer func triggering various shooter_mortar, shooter_rocket and shooter_grenade entities but I don’t think the effect would be good enough (sound, color etc.) for what you want. Its too bad smoke effects don’t have the right look at that speed since they do OK as waterfall mist.

and to answer some of your earlier questions;

Is there any way to re-birth a func_explosive or are there alternate entities which I could make use of to trigger explosives via script?
not that I know of, and besides the 3 I mentioned I can’t think of any right at the moment

… I couldnt find any reference on how to trigger the different entities :< how is an func_explosive triggered by script to explode?
alertentity <targetname>