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Ued2 | Zone, Water/Lava

The contents of this tutorial were written by those at http://www.birrabrothers.com/drac/dmain.html


Create a fairly large room (512×512×512?) and texture it as you feel.

To create the waterhole you need to subtract a small area from the ground.
A suggest you subtract a 256×256×256 sized brush.

When done we need to seal off the area we want to use for water.
This is best done with a sheet brush.

When done we need to seal off the area we want to use for water.
This is best done with a sheet brush.

Create a sheet brush sized 256×256 in AX_Horizontal.
Place the sheet close to the top of the hole.
I placed it 16 units down.
(If you place it 32 units down people will start having trouble getting out).
Make sure that the sheet actually fill the hole and not overlap somewhere, or
you will fill everything with water.

Now load the textures “liquid1.utx” and select a water texture you like.
Press the “AddSpecialBrush” and select “Water” as Prefabs.
Leave the rest and press “Ok”.

If the “water” didn’t show up? Don’t worry, just rebuild and it will be
there.

So far we have only done the visual stuff.
To add the water itself you must open the actor browser.
Under “Info” and “ZoneInfo” you find “WaterZone”. Select it and close the
actor browser.

Now place this “WaterZone” inside our hole, and under the sheet.

When done simply rebuild the level.
Add a playerstart if you want to try it and rebuild.

If you wanted to create lava, acid or slime instead, you do exactly the same but
instead of placing a “WaterZone” you must place the correct zoneinfo actor.
You also should change the texture (“fireeng.utx” has some lava if that is what you need).

Page last modified on July 30, 2006, at 11:39 PM