View Full Version : Water Surfaces in Cylindrical Pools
Twisted Metal
9th Aug 2005, 04:41 PM
I've asked about this on IRC last night, but I was too tired to comprehend anything that I was told, so I'll ask here.
I want to place a water surface near the top of this cylinder:
http://www.nightmarecoliseum.com/pool.jpg
The problem is that fluidsurfaceinfo's are square so unless I place it under the floor level(which I don't want) it is going to show outside of the pool.
All I want is a simple transparent water texture to go in this pool, but it needs to be cylindrical so it can fit inside of it without sticking out.
Is there an easy way to do this? Thanks guys. :)
Dragon_Myr
9th Aug 2005, 05:20 PM
You could use a sheet and set it to have a transparent water texture. It won't block anyone from passing through it. The only problem though is that the sheet won't react to when people get into the water. It'll remain flat and static.
You could also try multiple fluidsurfaces of small size to fill in the area. Overlapping may look funny though.
Or, you could use one large fluidsurface to cover the area. Then cover up the parts that stick out around the cylinder with antiportals that contain the extra fluidsurface. That should stop them from showing up.
That's the best I can offer. I'm not aware of any way to change the shape of a fluidsurface from square to something else. :(
Radiosity
9th Aug 2005, 05:30 PM
You'd need the fluid surface texture size set to U=1 and V=1, then use a water texture with a circular alpha map applied so that it is only visible in the pool, the overlapping edges would be invisible thanks to the alpha map.
Check the attached image for how to set up the alpha texture, adjust the grey area to whatever you want (more white is less transparent, more towards black is more transparent). Open the alpha in Photoshop and paste it into a new channel, save it as a dds or tga material (photoshop needs to be patched to v7.1 or tga won't support alpha due to a bug), import to Ued.
Create a new shader, put your water tex in diffuse, any envmap or whatever you want in specular, then use the alpha tex in opacity. Apply the shader to the fluid and scale the tex size as I mentioned above. The overhang should now be invisible :) If you don't have photoshop, paintshop pro or GIMP would work as well for creating the alpha tex.
kar2nz
9th Aug 2005, 05:48 PM
Or, you can copy them out of BR-Stargate (http://www.kar2nz.net/files/BR-Stargate%20BETA.zip) and just modify them as you wish. I've been using round fluid surfaces for the stargates. shouldn't be too difficult to figure it out.
Angel_Mapper
9th Aug 2005, 07:02 PM
Or steal it from BR-Canyon.
kar2nz
9th Aug 2005, 09:36 PM
Or steal it from BR-Canyon.
lol, come to think of it, i think i modified the ones from BR-Canyon myself. those might be better for what u need than the very reflective, very turbulent fluid surfaces i am using.
also, being as angel mapper is here, i am using one of his brain children in BR-Stargate so that I can use 3 different skyboxes in one level. thx for providing the solution to that particular problem in my map Angel Mapper. :-)
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