![]() It will look too big and clipped in hammer but will look fine ingame. To deal with this,texture your water brush with a standard halflife 128x128 texture to your brush, then set your scale, then swap the texture with your custom one and dont touch the scale numbers. ![]() For textures higher than 128x128,there is a scale quirk where it wont match what you see in hammer. Now save the WAD file.Ħ) Apply the new water texture to a func_water. Now when you close the preview you click save. Load up the Hammer Editor and you should find your texture under the folder youve saved it in. As shown above, Ill be using Half-Life 2: Episode 2. Hammer Editor, sources for two storyline maps and one beam system demonstration map and a networking code help file. Save the text file and move it to what game you want to use it with. Now the new pallete is loaded and the image is modified to fit it. 'animatedTextureFrameRate' '1' This is the textures frame rate, Ill be switching it to '30'. Now go to colors load pallete and load in the pallete file you just saved. The Hammer Texture Browser allows you to find and select materials to apply to objects. Then close the image and when it prompts you DO NOT SAVE.ĥ)Double click the image again and bring it up in preview. Don't panic, we are just saving out the modified palette. The red color is the control for the fog intensity so a RGB value of 0 0 0 has minimal fog, while and RGB value of 255 0 0 will produce a thick fog.Ĥ)Now click okay and you might see some weird distortions in your image. Then select the next color (index number 4) and set it to maximum red which is RGB 255 0 0. For the purposes of this tutorial I will be going with an obvious purple shade of RGB 200 0 255. When the preview image appears, go to image>edit pallette:ģ) In "edit palette" mode select index 3 (4th color box from the left) Set it to the color of your fog. Import your image and rename the front to "!" like so, then, double click the image to preview it. Prepare your image as the same you would in part 1 and save it out:Ģ)Open wally and create your wad file or open an existing one. By default, Hammer automatically selects aiallymanager from the entity list when using the Entity Tool, because it is alphabetically first. There are most of times, a lot of different skyboxes for standard in Half-life Mods. The Texture Format option should now say Materials (Half-Life 2) and the Map Type option should now say Half-Life 2.These should be the only options listed for either. Standard water textures are 128x128, but you can have higher but there is a quirk where you will need to scale on brush differently ill get to that later. The Skybox is a vital element of mapping for Half-life Mods. Lastly they are designated with "!" in their filename. The texture must be tiling textures or else the effect will look bad with visible seams. They have several special things to consider They use specific colors from the color index pallete to control both fog color and fog intensity. 1) Water textures in half-life have procedural animation to make them distort and fluctuate.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |