"Water"Далее в разделы Water_DX81 или Water_DX80, соответственно DirectX 8.1 и DirectX 8.0, должны содержать следующие строки:
{
"Water_DX60"
{
"$fallbackmaterial" "nature/water_canals03_dx70"
}
"Water_DX80"
{
"$refractamount" ".25"
}
"Water_DX81"
{
"$refractamount" ".25"
}
// Make this water expensive no matter what the water_lod_control entity
// says.
"$forceexpensive" 1
// Make the water reflect entities. By default, no entities are
// reflected
//"$reflectentities" 1
// Make this water cheap no matter what the water_lod_control entity
// says. This'll ignore $reflecttexture and $refracttexture.
// Reflections will happen with $envmap, and refraction is assumed
// to be opaquely the water fog color.
// "$forcecheap" 1
// This says what texture to use to view this is Hammer.
"%tooltexture" "dev/water_normal"
// If this is set, we want real-time refraction
"$refracttexture" "_rt_WaterRefraction"
// This is the amount of warp for the refraction.
"$refractamount" "3.0"
// "$refractamount" "0.0"
// This is the color of the refraction
// This is going away so that edge transitions don't screw up.
// Always set to white for now.
"$refracttint" "[1.0 1.0 1.0]"
// If this is set, we want real-time reflection.
// If this isn't set, you'll use an envmap, which needs to be set here.
// "$reflecttexture" "_rt_WaterReflection"
// This is for cheap reflections. Point env_cubemaps entities at
// each major water area.
"$envmap" "env_cubemap"
// This is the amount of warp for the reflection.
"$reflectamount" "0.2"
// This is the color tint for the real-time reflection AND env_cubemap.
"$reflecttint" "{255 255 255}"
// WTF?
"$scale" "[1 1]"
// This is the dudv map for the water. It is generated from a normal map.
"$bumpmap" "dev/water_dudv"
// This is the normal map for the water.
"$normalmap" "dev/water_normal"
// This is needed for the tools
"%compilewater" 1
// This is needed for physics, etc.
"$surfaceprop" "water"
// You must have this. . this is a material that is practically identical
// to this one in most cases. It must have $reflecttexture disabled, and
// you can set for params uniquely for underwater.
"$bottommaterial" "nature/sewer_water001_bottom"
// This is needed for the proxy below which animates the normal map, etc.
"$bumpframe" "0"
// Enable water volumetric fog.
"$fogenable" 1
// This is the color of the fog in the water when looking from above.
// You'll have the same thing in the bottom material for when looking from
// below.
"$fogcolor" "{45 45 35}"
// This is the distance in inches from the eye which water fog starts.
// This has to be 0.0 for edge fading to work properly.
"$fogstart" 0.00
// This is the distance in inches from the eye which water fog ends.
"$fogend" 250.00
"$abovewater" 1
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 20.00
}
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .05
"texturescrollangle" 45.00
}
"WaterLOD"
{
}
}
}
1. Sewer_WaterDarkFog.vmtНе обязательно выставлять те значения, которые здесь указаны. Для одних текстур лучше подойдут одни значения параметров, а для других другие. Можно также изменять параметр "$refractamount" ".2". Можно провести огромное количество экспериментов и каждый раз будем получать разный результат.
2. Sewer_WaterDarkFog2.vmt
3. water_canals_cheap001.vmt
4. water_canals_city.vmt
5. water_canals_city_murky.vmt
6. water_canals_water_clear.vmt
7. water_canals_water_murky.vmt
8. water_canals_water2.vmt
9. water_canals03.vmt
10. water_lowdirty001.vmt
11. water_lowdirty002.vmt
12. water_lowmurkref.vmt
13. water_wasteland002a.vmt
14. water_wasteland002b.vmt
15. water_wasteland002c.vmt
Автор: DomenER