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Old 02-09-2004, 11:34 AM   #1
=TE=Caldazar
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Want to create a vertical fluid surface...

I've been playing around with the xProcMesh properties a while, cause I want
to create a watery surface for the visualisation of my portal. I see there isn't
much to read about this in any forum and the lack of documentation is hitting
me in the face. So I'm hoping that more experienced mappers will come forth
and help me.

Maybe using a xProcMesh isn't the best way. Those of you who have seen the
movie Stargate know what kind of watery surface I'm looking for.

I would be grateful for tips and help on the subject...
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Old 02-09-2004, 12:26 PM   #2
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you could just rotate a fluid surface on to its side wouldnt that do the trick
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Old 02-09-2004, 02:37 PM   #3
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Well, as long as you don't want some weird and funky shape (like a banananannaana or something ) then a fluidsurfaceinfo will do you better than an xprocmesh. And yes they can be made vertical.
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Old 02-09-2004, 06:04 PM   #4
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I guess you're right... it looked ok

Thanks!
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Old 02-09-2004, 06:04 PM   #5
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Yeah you can rotate a fluid surface.

You'll have to hide the corners of the fluid surface with "braces" or something. (i stll have to hide mine)

I'm working on the same thing.




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Old 02-09-2004, 06:22 PM   #6
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to hide the corners make a texture with an alpha chanel similar to this the black being the alpha

that way it will look circular
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Old 02-09-2004, 06:25 PM   #7
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Cool.

Can you point me to a tute or something on how to do that? It would be much appreciated.

Thanks.

EDIT: Will those corners still have fluid properties...like water? Just curious, as to whether I should block them.

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Old 02-09-2004, 08:21 PM   #8
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im not sure of any tutes but what you need to do is import in a texture made in a graphic editor i use photoshop with the black part as an alpha that you want invis then in unreal ed in your water textures properties add it to the opacity chanel like this



i know im terrible at explaining things lol maybe someone else can explain better or if you tell me the dimensions and water texture you are using i could do it for ya. and yeah the corners will still have fluid properties
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Old 02-09-2004, 08:24 PM   #9
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Hehe, yes I kind of cheated too. I placed my "stargate" close to the wall and
made a round subtraction behind the mesh. This will look exactly like the alpha
solution, but using an alpha would probably be considered "cleaner" mapping.

I would also appreciate a tutorial on that
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Old 02-09-2004, 08:25 PM   #10
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Ooops, a bit late :P
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Old 02-09-2004, 08:37 PM   #11
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Quote:
Hehe, yes I kind of cheated too. I placed my "stargate" close to the wall and made a round subtraction behind the mesh.
Yeah....might have to do that, for now.

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Old 02-09-2004, 08:45 PM   #12
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its very simple really.
you cant have a stargate going in to a wall that will ruin it that stargate looks real cool too Fecal
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Old 02-09-2004, 11:34 PM   #13
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Quote:
Originally posted by Fecal Marmaset
Yeah you can rotate a fluid surface.

You'll have to hide the corners of the fluid surface with "braces" or something. (i stll have to hide mine)

I'm working on the same thing.




If this is a modification, or you want to do more with it, I would love to help out. Got a lot of Stargate weapons I've been working on for a mod awhile back and would be more then happy to give em to you.
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Old 02-10-2004, 01:42 AM   #14
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my favorite part is that particular mesh is called "not-a-stargate"
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Old 02-10-2004, 01:56 AM   #15
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Quote:
If this is a modification, or you want to do more with it, I would love to help out. Got a lot of Stargate weapons I've been working on for a mod awhile back and would be more then happy to give em to you.
Thanks!

I've been mapping since UT99, but haven't even tried making custom content. I'm a bit intimidated.

I'm gonna have to learn to make meshes & textures sooner or later. That stargate just isn't gonna cut it. IMO

I wouldn't have a clue, how to use/incorporate the weapons you speak of Ghost Enigma. That was nice of you to offer.




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Old 02-10-2004, 01:28 PM   #16
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LOL I love Stargate (the movie and the TV Series). I remember running into the Stargate portal in the first Unreal game and yes that mesh in UT2k3 called 'NotAStargate' - that last one gave me a laugh too.

It seems someone over there at Epic or DE likes the Stargate (media) universe as well. I wish someone would make a good singleplayer game based around the Stargate universe and use the Unreal Engine. That would be SO sweet.
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Old 02-10-2004, 01:36 PM   #17
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Heh, it's kind of ironic to name a mesh looking as it does "not-a-stargate".

Well *buuhuu* I'm gonna use it as a stargate
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Old 02-10-2004, 11:47 PM   #18
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Well, if anyone is interested in some Stargate, (the human weapons, Berretta 92fs, P90, etc...) just post and I would be more then happy to provide.
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Old 02-11-2004, 06:32 AM   #19
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Quote:
Originally posted by =TE=Caldazar
Heh, it's kind of ironic to name a mesh looking as it does "not-a-stargate".

Well *buuhuu* I'm gonna use it as a stargate
I'm sure it has something to do with not wanting to infringe on MGM's copyrights or something.

Ghost Enigma: I would love to have the SG1 weapons over the stock UT weapons anyday! P90's, SAW riffles, even the alien stuff like Zats and Staff Weapons.

Have you coded and animated them as well as modeled/textured them?
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Old 02-13-2004, 12:49 AM   #20
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Just modeled em. Haven't even had a chance to UVW em, but if somebody need them I could do that in a jiffy. Know a couple guys who could probably texture em too.
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Old 02-13-2004, 11:22 AM   #21
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I can't remember where i saw the tutorial link (it was in this forum somewhere) but there was a tutorial for making water surfaces in a different way. an example of this is in my map below (CTF-Flax) have a look at that for a different way to do it
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Old 03-19-2004, 10:20 AM   #22
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Sorry to dig up posts, but I was wondering did anybody get the water to stay IN the stargate? I would like a nice step by step tutorial on the texture thing to. Thanks.
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Old 03-19-2004, 03:52 PM   #23
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Bump, anybody???
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Old 03-21-2004, 07:59 PM   #24
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Well, if anyone is interested in some Stargate, (the human weapons, Berretta 92fs, P90, etc...) just post and I would be more then happy to provide.
i might be able to use them for a non-UT related project
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Old 04-23-2004, 04:28 AM   #25
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do you guys know of a way to get the verticle fluid surface to clamp to a static mesh like it does to terrain?
like has anyone used the
array<int> ClampBitmap

property, which i think is a code thing.
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