IrocJeff Posted November 21, 2017 Posted November 21, 2017 I'm confused with the Rich's tutorial when it comes to making water in a tunnel. Where exactly does the nodraw shader go? In the images in the tutorial it shows caulked brushes. Here is what I have. I have two " pools " which are the square brushes and a pipe that feeds between them. The brushes in the middle represent the volume of water in the pipe. Basically, I know that the top face and bottom face of the pool brushes will be water texture. What will happen with those brushes that make up the pipe? Do I just texture the top and each brush face under water with water shader?Where does the nodraw shader go ?
AshuraDX Posted November 22, 2017 Posted November 22, 2017 I'm confused with the Rich's tutorial when it comes to making water in a tunnel. Where exactly does the nodraw shader go? In the images in the tutorial it shows caulked brushes. Here is what I have. I have two " pools " which are the square brushes and a pipe that feeds between them. The brushes in the middle represent the volume of water in the pipe. Basically, I know that the top face and bottom face of the pool brushes will be water texture. What will happen with those brushes that make up the pipe? Do I just texture the top and each brush face under water with water shader?Where does the nodraw shader go ? As I understood it the nodraw shader is used where two waterbrushes meet vertically. If those are all of your water brushes, you may not need to do that.
Langerd Posted November 22, 2017 Posted November 22, 2017 I have always problem when connecting the fog brushes. Is there any way to do it?
IrocJeff Posted November 23, 2017 Author Posted November 23, 2017 I have always problem when connecting the fog brushes. Is there any way to do it? I don't use fog much in fact, its only in the last room of my last map where i have it. I had a problem trying to connect it as well. It had no HOM effect just a noticeable transition from brush to brush. It might be in the shader but i don't understand shaders much so i generally don't bother.
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