2 azat1976:
de_mon
мне MaMuS гдето тутор давал как сделать его море.он на инглиш, и ток в истории айсикю. если ещё есть там, то могу дать, ток надо перевести.
а вообще брякни ему сам.
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MaMuS (19.12.2007 7:32):
Make the sky only a sky, that is, below the horizon line, just put an solid color (that will be the same as the sea floor) and then, make a really big texture (big scale) to fit the "sea floor" brush. It's important that the borders of it blends wih the sky color, you can take a look at the de_mon.wad to see how I made my texture.
well, you can create the water volume using an BIG fixed axis ADDITIVE sprite and with an big func_illusionary / func_water to create the "real" water (but make it invisible).
The advantage of using an sprite is that you can make it's scale really big, so it goes off the grid limit of the hammer (as long as the axis still in the hammer grid).
You will need to do one more thing.
The sea floor can be affected by the shadow's and other stuff, so you will need to transform it to an really thin func_wall and change it's render_mode to COLOR (or some other type of render_mode).
But now we have one more problem, you will need to make the "real" floor (below the sea floor) to avoid LEAK's. Of course you could make it just an NULL or SKY brush but the lightmap sometimes bugs in it, and when the player/model get's to it he will be displayed with no light (totaly black) and that's very strange for an ocean!
So, if it bother's you, select an texture (64x64) and make it fit's all this brush. If this big brush/real flood don't have a lot of other's brushs touching it, you will have no problem, but if it has, maybe you will need to make the level a little high fron this floor to avoid higher r_speeds.
Well that's it, feel free to ask more ;D
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Впринцпе и так понятно, но я не всё понял, да и вообще не пытался.