there is a certain level of fog in my water (comes with adding the water)....and i want the fog to lighten up a bit and not have it be so dark. how would i do this?
i think hes right about the vmf. theres like no setting in the editor that can be changed to give this effect. i just wonder which part of the vmf to edit....
im usin one of the dx7 water textures btw, since they are the only ones that work with multiple elevations of water (mentioned this in an earlier post). the texture doesnt have any reflections, but at least it works. but, it sucks cause from above the water looks perfectly crystal clear and you can see all the way to the bottom, but when youre actually in the water, the waters fog is tinted really dark and is odd considering its crystle clear when you are looking down at it when you are above it.... ive had complaints about it and wish to fix it, or at least come closer to fixing it.
Edit: i spelled crystal two different ways...it seems i have completely forgotten how to spell it. can someone help me with that too?
how about if i want the suface of the ater to have fog too (just a little)? like i said earlier, the water is crystal clear from above (not too convincing). all of the dx7 water textures are like that, and i dunno why. i will see if i can fool around with some stuff to give the surface of the water some slight fog too.
and thanks about the crystal thing....i was real tired last night and curious to see what you would do if i posted such an inappropriate question for the mapping forums....but i really was stumped on how to spell it.
quick question regarding the water thing....i found the water_dx70.vmt file and the water_dx70_beneath.vmt files using vtf explorer and extracted them. where do i put them first of all, and will these files override the ones that are already saved in the source materials.gcf? couldnt find the .vmf files for any of the water textures btw.
// 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/water_dx70_beneath"
// 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.
"$fogcolor" "{25 25 15}"
// This is the distance in inches from the eye which water fog starts.
// This has to be 0.0 for edge fading to work properly.
"$fogstart" 0.00
// This is the distance in inches from the eye which water fog ends.
"$fogend" 150.00
"$abovewater" 1
"$texoffset" "[0 0]"
// The water generally looks better if we scale it down a bit
"$texscale" "0.5"
// This is needed for physics, etc.
"$surfaceprop" "water"
// Enable water volumetric fog.
"$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.
"$fogcolor" "{25 25 15}"
// This is the distance in inches from the eye which water fog starts.
// This has to be 0.0 for edge fading to work properly.
"$fogstart" 0.00
// This is the distance in inches from the eye which water fog ends.
"$fogend" 450.00
"$texoffset" "[0 0]"
// The water generally looks better if we scale it down a bit
"$texscale" "0.5"
The fog baffles me, but my machine is too primitive to display fog/reflections/refractions at all, so experimentation on my end is out of the question.
You'd need to put those in a subdirectory of your mod's materials directory, like materials/mymap. They will most likely override what's in the GCF if they're in the default folder, so unless you're going to embed them into the BSP, you should move them from their default location so as not to override on any map but yours.
The VTF (VMF - map; VTF - image; VMT - image data) is oftentimes not named the same as the VMT that references it. Check the $basetexture line of the VMTs you pulled out.
k i found it. sry i forgot that one letter makes all the difference in the world (shouldnt have made them so damn similar). its called water.vtf.....gasp.....but im lookin through the vmt and am unsure of which value i should modify at the moment. let me mess around with some of them.
Ok tried editing the end fog distances and the fog color and nothing seem to change at all. heres how it is set up. there are 3 files in my directory (called canyonoasis) the water and water beneath vmt files and the water vtf file. i renamed them and what not so i wouldnt have to worry about stuff overriding. i changed the references to the files in the actual vmt files too, so that they are correct. now, it works when i apply the texture. but when i change the values or try and change the endfog, not a damn thing happens. i changed the endfog to 10000 and it was originally like 450 and nothing changed. i changed the color values and that didnt make any noticeable change either. yes i am restarting hammer to make sure my changes have taken place.
Edit: omg i turned off the fog and the fog is still there what the shit is going on...
lol....i deleted anything that said fog in the vmt....there is still fog....i think this has something to do with the part where i set the texture to be a water texture (as opposed to concrete or metal). i also think these dx7 water textures are fallback textures and arent supposed to be applied....just used as a fallback when the computer detects dx8 or 9 isnt installed.
ok after maybe 7 8 hours of messing with water, ive accompished this. i was unsuccessful in getting the dx7 water texture to create fog while you are outside of the water. however, i was able to cut down the fog that is present while you are in the water. but, i noticed through this, why the mappers at valve didnt put a fog option to tinker with in hammer. when you are in the water, you cant see the skybox. dont ask me why, but thats how it is. i believe thats why they made the water so dark to begin with. this might only hold true for the dx7 water textures, or maybe im stupid, full of shit, and deleted somethin out of the vmt by accident. there are so many what ifs. but one thing is for certain. im tired, ive have been on the comp way too long, and frankly, im not sure what my objective was by typing this here post. night everyone.
well it turns out that the skybox turned black even with the normal dx7 water texture issued by valve. but then i got an idea. there is an entry for translucency in both the top and beneath water vmt files. i just got rid of em so you cant see through the water surface. its not SO bad. i mean, sometimes during the day the glare of water is so intense or the water is so dirty you cant even see through it - so its not so unrealistic as you might think it would be. thats as good as it gets i suppose.
Edit: ah the reason why it turned black was because the color of the water fog was tinted dark. apparently the skybox turns into whatever color the water fog tint is when you are in it.
Ok. I finally successfully created my water with different elevations. It looks a bit crappy (with the non translucent water surface and all), but at least it isnt glitchy. Thank you for all your help.