How to Add Water to Your Map in Hammer Editor
Select the block tool (located by default on the left-hand side of your hammer window)., Make sure in your objects toolbar is configured appropriately (categories is set to primitives and object is set to an appropriate shape), and your texture is...
Step-by-Step Guide
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Step 1: Select the block tool (located by default on the left-hand side of your hammer window).
Make sure it is the right size for your body of water in the other two 2D views, then press enter to create your block. ,,, Select the entity tool and in the objects toolbar set the category to entities and the object to env_cubemap. ,, From here select brush faces then press pick and left-click the top face of your water in the 3D view.
Your cubemap is now tied to the surface of the water. , This entity controls when the water in your map becomes replaced with "cheaper" water depending on how far you are from the water.
The process is the same as steps 6 and 7, but instead of env_cubemap, select water_lod_control in the objects menu. , -
Step 2: Make sure in your objects toolbar is configured appropriately (categories is set to primitives and object is set to an appropriate shape)
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Step 3: and your texture is set to tools/nodraw.
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Step 4: In one of the three 2D grid views
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Step 5: click and drag a box.
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Step 6: Now to turn this block into water
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Step 7: select the toggle texture application tool
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Step 8: located in the left-hand toolbar directly under the block tool and the face edit sheet window should appear.
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Step 9: Hit browse and filter for water
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Step 10: select the water texture you want
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Step 11: then right click the top face of the newly created block to apply the water texture to it.
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Step 12: Now you have to tie a cubemap to your water
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Step 13: which will create the textures that the water reflects.
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Step 14: In the 3D view
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Step 15: left click somewhere in the middle of your body of water to create the cubemap entity.
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Step 16: With the env_cubemap selected
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Step 17: press alt+enter to open the object properties dialogue.
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Step 18: Finally
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Step 19: you need to create a "water_lod_control".
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Step 20: Now press F9 to compile and run your map and enjoy your fancy new water!
Detailed Guide
Make sure it is the right size for your body of water in the other two 2D views, then press enter to create your block. ,,, Select the entity tool and in the objects toolbar set the category to entities and the object to env_cubemap. ,, From here select brush faces then press pick and left-click the top face of your water in the 3D view.
Your cubemap is now tied to the surface of the water. , This entity controls when the water in your map becomes replaced with "cheaper" water depending on how far you are from the water.
The process is the same as steps 6 and 7, but instead of env_cubemap, select water_lod_control in the objects menu. ,
About the Author
Rachel Richardson
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