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Old 30-10-10, 22:34   #1
matrix54
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Default How To Achieve Watery Greatness!

How To Achieve Watery Greatness!
*~*The Layering Method*~*

Tired of animated water textures? With these tutorials, I'll be showing you how to make the most of your water, and different types of 'Water', and all of its different iterations with the NGLE!: Still/Stagnant Water, Calm Water, Dirty and Foggy Water, Rapids, Waterfalls, Puddles, Lava/Etir/Mud and Tips with scrolling textures, and lighting, also weather. This tutorial will assume that you have read the manual, and understand how to use water, how to make a room with water, as well as make a texture animate, and how to make a level look good in general, seeing as this tutorial is pointless in an 18 x 18 room, with stretched, undivided, textured walls.

Heres a VERY important tip. Instead of your water having that UGLY light reflection, trigger the room to have water in it. Use the standard method (without the trigger) for outdoor rooms, since the light naturally does that when there is a lot of light around.

Another tip is layering. This is when you toggle opacity (2) on bother sides of
of a portal, and place a texture double sided texture on AT LEAST one side.


Also, I refer to UV rotate (the thing that makes textures flow like a waterfall) as scroll. It would also be best to pickup the following tool:
  • TRNG/NGLE
  • Gimp/Photoshop
  • PixStr
  • Strpix
  • Wadmerger
  • Metaseq

Refer to the following tutorials AS WELL as this one:
Making waterfall Texture: Link
Making Objects: Link
Strpix (light editor)
Adding waterfalls to your wad: Link
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Last edited by Titak; 19-06-13 at 17:35.
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Old 30-10-10, 22:35   #2
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Default Part 1 - Basic Water

1. Still or Stagnant Water

This is the water that doesn't go anywhere. This is also the most simplistic technique you can use to make simple, possibly harmful water. What you want to do is find a good, simple, murky texture (you could use the solid fog texture).

The water you want is not animated. It is simply a texture (like any other) set to transparent. It is usually a very heavy, dark dirt texture. Place this texture on the surface of th water. If the texture isn't thick enough, do the same to the same surface below, on the same portal. Treat it as you would a normal water texture. If the water is cold, enjoy putting 'snow' and 'ice' (with transitions) as water. It will look epic.

The General Set-Up:
Make the water room about the same color as the dry room. Darken the room (subtracting the same amount from each number). If theres a toxic substance, lighten the room (not all the values) to match the toxic substance).

2. Calm Water

If you want realistic still water, for reflections (for maybe a title screen, or somewhere Lara can't get to) you'll need a water texture that is very dark, opaque. For something of this nature, you'll want the texture Scroll (like a waterfall texture) very slowly. Place it, and flip everything in the room above in the room below it, as you would with any other form of reflection.

The General Set-Up:
Make the water room (roughly) the same color as the dry room. Depending on the environment, and depth of the water, you'll want to shift the color and intensity. If you cross a stream, it would remain the same color, but it you happen to jump into a lake in the jungle, you'd want to make the water darker, and more green. Have the scrolling texture in place on the surface, and if you want to have if scroll in a different direction, do the same on the bottom part of the portal, and maybe flip or rotate the texture, depending on scenario.

3. Dirty and Foggy

This is similar to the Stagnant water, but it combines the techniques of The two types above. This is used with contaminated, dirty, or scary locations (like a sunken ship)

General Setup:
This method should NOT be used with the original method of having water. you must TRIGGER it for it to work properly! Make the water room really dark. None of the values should exceed 15. The darker the dry room above, the darker the water room. The water here is actually moving, so you'll need to apply a scrolling texture above, and a solid, static texture below (on a door with toggle opacity on both sides). Lara should barely be able to see the floor at this point, depending on depth, you'll want to increase darkness more. You'll also want to add a fog bulb, to make it really dirty. If you want, add some static particles (among the particles already included with water) to make it even dirtier.

4. Rapids

Like in tr3, this requires a HEFTY amount of animated textures, and scrolling textures. You will want to include an animation for drowning on contact, and triggers for the drowning animation should Lara get to close to edge of the point where the rapids meet calm water. That, and use sinks to push Lara away from the current. REMEMBER, rapids are not your usual water, you will want to build them out of terrain and sculpt them to look as if the water is moving along with the textures. Rapids will look VERY plain without any objects to enhance them, like statics for layering, but that will require you to do a lot of extra work for a desired look. Not only that, but this look is solely bases on objects, no actual water, unless you have rapids flowing on a waters surface. Same principle, though. You'll also needs some waterfall objects to complete the look of flowing water as it drifts of of rapids (on top od a texture) to complete the final look, even though those are all extra.

The General Set-Up:
Sculpt the land there is going to be rapids. This is where Lara will dies if she doesn't have a Kayak. You will needs transitions for the many different types of natural transitions in the level, like rapid to calm water. Use a white or Grey Fog Bulb in areas where water is crashing hard against the land, and where rapids meet calm water.

Some of the pictures do not express the effects, methods, and techniques to their full potential.
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Last edited by Titak; 19-06-13 at 17:37.
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