PlanetDeusEx | Deus Ex | Help | Editing | Water
Water

During this tutorial you will learn how to:

- Add water into your maps

- Use the 'Build a sheet' function

- Add a WaterZone

Lets begin.

Right click on the 'Build a Cube' button and build a 256x256x256 cube ... postion it so it is in the centre of your map in the overhead view and inline with the floor in the two side views ... like in this pic ...

Now subtract this brush ... press or Ctrl+S

You should now have a indent or well in the floor of your map ... this is where we will add the water.

Adding the Water

Load the texture package 'CoreTexWater' ... choose the 'bluewater' texture

Now right click on the 'Build a Sheet' button ... go to Sheet Properties ... set the sizes (U+V) both to 256 then ... make sure the Floor/Ceiling button is checked ... the press Build ... postion the sheet till it is one square below the top of the indent you made ... see this example pic. It is important that all sides of the sheet touch other surfaces, with no gaps.

Press the 'Add Special Brush' button ...

In the menu that pops up press the drop-down menu and choose 'Water' ...

Now press 'Add Special' ... in the map perspective view you should see the water texture appear.

Adding the WaterZone

Next you need to add a WaterZone. This tells the engine which areas are underwater and which are not. That is why the Sheet you added must always be touching another surface ... think of the sheet like the 'boundary' of the water ... if you add a WaterZone above the sheet then the whole area above the sheet will be underwater ... if you add a WaterZone below the sheet then that area will be underwater. If there was a gap between the sheet and the other surfaces and the area you wanted underwater was not fully 'sealed' off then both areas would become underwater ... ok.

To add a WaterZone choose 'Classes' in the Browser ... then expand Info ... and then ZoneInfo ... you should now see WaterZone ... right click inside your map and choose 'Add WaterZone here' ... move the WaterZone until it is under the sheet.

Now press F8 and rebuild your map ... then Ctrl+P to run it ... have a look around. Now that was a refreshing swim ... apart from those of you sadists who drowned poor JC ... I know some of you did it ...

Anyway, so you've made water.

YAY!

But what's that I hear you cry ... the water was still and lifeless ... ah my fellow mapper we can soon sort that out ... left click on the top surface of your water sheet to highlight it ... now right click and go to 'Surface Properties' ... check the box called 'Small Wavy' ... rebuild you map and WAHEY!

Run it and you'll get some funktastic waves ...

Animated Water

While the water moved about the more observant of you may have noticed that it wasn't animated ... like the water in the Hong Kong Canal level ... so I'll tell you how to do it

Load the 'Effects' texture package ... you may have noticed that 'Effects' is already loaded into the Browser when you start the editor ... well done ... but not all of the textures are loaded ... so you need to load it again

Now then simply use one of these textures:

drtywater_a ...

bluewater_a ...

 

Thats all there is to it ... save the map for use in Advanced Water which teachs you to make toxic water / slime ... just for you sadists ... not only can you drown JC but burn his flesh off and give him radiation poisoning ... what fun.



IGN.com | GameSpy | Comrade | Arena | FilePlanet | GameSpy Technology
TeamXbox | Planets | Vaults | VE3D | CheatsCodesGuides | GameStats | GamerMetrics
AskMen.com | Rotten Tomatoes | Direct2Drive | Green Pixels
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2009, IGN Entertainment, Inc.   About Us | Support | Advertise | Privacy Policy | User Agreement Subscribe to RSS Feeds RSS Feeds
IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.