if youve ever played A1-hottropics, youll notice that when walking around in the underground rooms, you hear water under your feet. this is because the waterlevel is right there. you cannot see the water at all, but everything interacts with it as though you can. i believe that if you were to stick a particle emitter in there, and make the properties that were discussed earlier, youd see a splash, just like your looking for.
But Beats idea is a good one too. however, making small puddles throughout the level would be a snap if the technique i proposed worked.
if youve ever played A1-hottropics, youll notice that when walking around in the underground rooms, you hear water under your feet. this is because the waterlevel is right there
No thats because of the floor texture.
It has the prefix "wtr".
mad_ferrit
Posted 7th Mar 2005 9:58pm
L4Y Member Post 0 / 1510
And don't forget to stretch your water texture loads otherwise you'll create unnecessary lag.
That would be in the Room Effect's Properties under Surface Texture Pixels Per Metre. Try that on 4 or 2 maybe in both X and Y values
any chance you can to rib me on that one huh. LMFAO
Quoting SKA-Diesel
No thats because of the floor texture.It has the prefix "wtr".
really? hmmmm. i didnt notice that, that particular cement texture had "wtr" in the prefix. seems kinda odd to me that a cement texture would have that pre-fix.
ill have to look into that one.
the ISM map Storm has rain and it uses .vfx files which can be put on as much of the map as you want without lag but can only be used for mods not normal maps i think ...
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Shark
Posted 27th Mar 2005 9:39am
L4Y Member Post 0 / 39
Quoting sobe
Are you high??
Yes
Mapper to the bone :
Aphrodite
Posted 1st Apr 2005 5:58am
Welcome! Post 0 / 5
I've set up an invisible solid where the Particle Emitter hits the solid and rolls of the sides and holes in the solid making it an area insted of one spot.
But, It works better also with the night sky.
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