View Full Version : Help: Waterfall Terrain
Devvv
11th Dec 2005, 04:33 AM
Hi everyone.
I am building a level in the UT Editor 2 and need some help. I finished sculpting out my terrain and need help with the waterfall. Basically, I want the water to run down the mountain and end up in the pond. I searched online for some tutorials on waterfalls but they are all waterfalls that run straight down. I want mine to run along the surface of the mountain. Any help will be greatly appreciated. Thanks.
p.s: does anyone know which package in UT I can find running water textures?
Fordy
11th Dec 2005, 01:54 PM
Your best bet is to add the undelying texture to your terrain to make rock under the waterfall then you will need to make a mesh in either Max or Maya that will actually be the water.
You could then add an appropriate shader to the mesh and add a few emitters to simulate water spray where the water crashes onto rocks on its way down.
Sorry but I dont think theres any easier way of doing this.
BmB23
12th Dec 2005, 10:56 AM
Particles?
Wormbo
12th Dec 2005, 12:12 PM
UT Editor 2
UT1? (UnrealEd 2)
Or do you mean UT2003/4? (UnrealEd 3)
Nereid
12th Dec 2005, 03:00 PM
Well, the terrain makes it look like it's UT2003/4.
I would do what Fordy describes. That's what seems to be what is done in many retail and custom maps as well.
ImaCarrot
13th Dec 2005, 03:37 PM
http://www.imacarrot.com/advent_screens.html
There's a couple shots of my waterfall running down a terrain path. Just like Fordy said, I did it with a combination of custom xProcMesh's and particles with a good shader.
It looks better in motion :)
N°tAdm¡n
17th Dec 2005, 12:38 AM
oh my god i do have to say, that is some of the most beautiful level work i have seen in a while.Advent screenshots looks really dramatic and cool.
but with beauty and style comes lag, optimize the crap out of this map, i dont want to see something like this one get ruined..
ImaCarrot
17th Dec 2005, 01:52 AM
Thanks! For what it is, it's optimised rather well. There's definately more I can do to it, but I'm going to take a small vreak from it. It's for a custom gametype, so I don't have to worry about multiplayer or anything.
I'm going to release a pre-alpha demo that almost works the way I want it to pretty soon. A few days if I can, gonna update the site with more info.
Carrot
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