Make a waterfall in hammer

I have a few ways I think I would do it. But I want to know what the best way to do it is. To make a realistic waterfall.

https://developer.valvesoftware.com/wiki/Creating_a_Waterfall_Material

It’s for the Orange Box only, although I suppose you could play around with the refract shader since it mentions something about animated textures in Valve’s stained glass window shader test if you wanted it for HL2 or CSS.

I began a tutorial at the SDK Docs.
look in the materials section.

EDIT: ninja’d

IF u have TF2, decompile Arena_Sawmill and see if you can decipher how they did theirs :wink:

Screen:

Cool. I think I will. Thanks! Glad I posted up this thread.

No Problem :slight_smile:

Yup, RandomSpoon’s idea’s better, you can’t have refracting water + refracting brushes (at least, func_reflective_glass brushes) in the same area otherwise it’ll make the func_reflective_glass brush cheap water style (dark greyish). Still, if you didn’t have any water in the scene you could mix the refracting waterfall with a few other splishy sploshy effects.

That’s GREAT! That waterfall is the sex. :retard:

A hammer-related quick question: for HL2DM, some of the weapon spawns I make respawn in the air above the center of the map instead of where I left them. How do I fix this?

That waterfall in sawmill is actually a model, which is really the best way to go about it. All you’d need is a translucent, scrolling texture on it.

If you’re looking for it it’s: models\props_forest\waterfall001.mdl

But you could make one using brushes and make it func_illusionary or something like that…

There’s a map called Forest Ambush for Episode 2 that has a fairly decent looking waterfall in it; you could decompile that and see how they managed it.

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