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water

Posted: Thu Jul 14, 2005 2:42 pm
by wooper
hey theer again...
does anyone know of a tutorial for ading water to a level--such as a pool ??

I have added an empty model to my level..for the pool --but
when ever I try to add a model attributes and a liquid object----and then try to play the map---it crashes...
any ideas--what im missing ?

thx

Wooper

Posted: Thu Jul 14, 2005 3:11 pm
by QuestOfDreams
All you need is an empty model and a liquid entity; the liquid entity must have an Alphamap and a Bitmap, as well as a reference to the world model
The demo level of the current release shows an example of water
The ModelAttribues entity is only needed for hollow models

water

Posted: Fri Jul 15, 2005 2:59 pm
by wooper
ok--so
what is the dif between an EMPTY Model and a HOLLOW one ??

I still cant sem to get water to work

thx
Wooper

Posted: Fri Jul 15, 2005 3:05 pm
by AndyCR
a hollow block is hollow and is used for things like rooms; an empty block is a solid block that is marked "Empty" in brush properties.

water

Posted: Sun Jul 17, 2005 3:56 pm
by wooper
hi again--
OK
if your talking about the techdemo..
there is NO water in there that I could find..
its just a texture set omn a sheet set off the ground..
if you jump down there---its NOT ater at all.
i have tried that empty model idea and i do get some water--BUT---i also can walk--right thru the walls of the model that has the liquid in it--and the water effect is NOT equal---it seems to fade in and out.

thx again
any more ideas or a demo that actually has water in it ??

Wooper

Posted: Sun Jul 17, 2005 4:27 pm
by QuestOfDreams
I'm speaking of the demo level that comes with the RF072A installer which can be downloaded here

water

Posted: Sun Jul 17, 2005 5:01 pm
by wooper
thx Quest...

I will look into it and let ya know

very kind--all

thx

Wooper

wow

Posted: Sun Jul 17, 2005 5:12 pm
by wooper
wow
NOW thats a good demo--well done an thx


Wooper

water---still

Posted: Tue Jul 19, 2005 2:07 pm
by wooper
well --ive tried again and again---using all i know an understand
and
still
NO GOOD WATER..

I cant seem to get it to work right..

sometimes im swimming but see no water an sometimes i see the water but--can swim in it---
so i know im still doing something wrong....
and more ideas--or maybe we just need a good tutorial
is anyone else having this prob--or do you all have water working well ???
thx

Wooper

Posted: Tue Jul 19, 2005 3:34 pm
by Guest
liquid demo at http://terrymorgan.net/download.htm
search 'liquid'

water tut

Posted: Thu May 16, 2013 9:48 pm
by khurram
Hellow,and welcome to the rf forms,

for those who are stuck in reality factory game making different consepts,i try to figure out many advanced ideas in rf and i sended to you time to time i hope if i get leasure time enough to expend with you very very loveable peoples :wink:

so,as about to add water in your level follow these steps below.

step#1 start reality factory level editor.
step#2 hit "enter" key to apply texture in the cube.
step#3 select the cube and type (ctrl+c) then (ctrl+v) that makes the dupplicate copy of the cube.
step#4 take this dupplicate copy under the parent cube and select "modify templates" button from the
top tool bar.
step#5 Go to the "side view" of the viewport in which both the parent and the copy one showing like cube copy
is under the parent one,scale the copy shorter then the parent one like make it shrink beneath the parent
one in center ,beshoure, that the parent one must have the footpaths around the pool.
step#6 In top view it must look's like the copy one are inside the parent one accurately .
step#7 Go to the top tool bar and choose "modify templates" tool at the right to it's attributes section click
"customize template" button then set thickness to "solid" and check to"cut brush" option.
step#8 hit enter button.
step#9 add another cub inside the tank cube.
step#10 select the 3rd cube and add "liquid" entity in your level.
step#11 do these settings

alphamap a_water.bmp
bitmap water.bmp
damagealtamt 1
damagealtattr health
damagealtdelay 1
damageamt 1
damageattr oxygen
damagedelay 0.5
damagein false
gravity coeff 80
inliquidsound footsteps\w1.wav
model water
origin x:-11 y:-206 z:22
speedcoeff 100
surfacesound footsteps\w2.wav
swimsound footsteps\w1.wav
szentityname
tintcolor R: 0 G: 0 B: 64
Transparency 80
one thing i forget too select your .txl file mine is "rfpack.txl" if you like then choose it by project>>level
options brows to the path of your rf texture file which will be to your" levels" folder .select darker texture.
step#12 add player setup and player start entities.
step#14 go to the "templates" tab and in the entities select "trigger"intity and setting as it is

animation speed 1.0
baudioloops false
bnocolid false
boneshot false
bshot false
model water
origin x: -24 y: 20 z -180
playeronly false
szintityname mliquidtrig
szsoundfile
timeoff 10
timeon 1
triggername
usekey false

step#15 add another entity"texture proc" for texture animated just like zelda ocarina of time n64 game in kokiri forest
pond. texture proc setting as below

distance 350
distanceflag true
origin x: 0 y: 16 z: -480
parameter 10, 10
szprocname flow
sztexturename water
triggername
finished,test your level then you have your water animated as well :)