Scrolling Textures: Creating Flowing water.
By Stupendous Man!
First I would like to introduce scrolling textures since they haven't been addressed very well. I have obtained all the information I am sharing through trial and error and through dilegent searching of the web turning up pieces of the puzzle here and there.
Now the infamous scrolling texture. First of all you have to have a texture in your wad file that has the word "SCROLL" as the first six letters. The rest can be what ever you please. (I read somewhere that you couldn't have an underscore but torntextures.wad uses one so I would imagine it works. If you don't feel like screwing with it just name your file without an underscore.) For this tutorial I am using "torntextures.wad" that is in the cstrike folder, and I am using the "scroll_water" texture that is 176x176 (I read also that scrolling textures can only be a certain size... but I haven't had any problems.. so experiment.)
Note: Steps correspond with the Numbered Circles in the Pictures.
Step 1:
Select your texture using either the browse button or the pull down. "scroll_water" is selected. Good.
Step 2 and 3:
Click on the "Block Tool"(step 2) select the object type (step 3) and create your Block, or brush for that matter. I happend to make mine a rectangle 224W x 112l x 1h. It doesn't matter what the size is, as long as it fits your needs. It can be a cylinder, wedge, block, etc. Doesn't matter. (note: the more faces the more fun it will be to configure the directions. So be advised to stay away from a bunch of faces.)
Step 4, 5 and 6:
Click on the selection Tool.(step 4)
In the 3D view or one of the 2D ones, select your brush.(step 5)
Click the "toEntity" Button(step 6)
Step 7:
This menu will pop up when you complete step 6. This is the properties of the object. since we are tying it to an Entity this is where we choose the type of entity it will be.
Step 8:
This step is how we get our water to scroll. The class of our entity needs to be a "func_conveyor" from the pull down select this.
(click to enlarge)
Step 9:
Now we are going to focus a few settings only within the Object Properties box. Starting with the "Render FX". I leave this normal.
Step 10:
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