![]() For textures higher than 128x128,there is a scale quirk where it wont match what you see in hammer. Now save the WAD file.Ħ) Apply the new water texture to a func_water. Now when you close the preview you click save. Now the new pallete is loaded and the image is modified to fit it. Now go to colors load pallete and load in the pallete file you just saved. ![]() Then close the image and when it prompts you DO NOT SAVE.ĥ)Double click the image again and bring it up in preview. Don't panic, we are just saving out the modified palette. The red color is the control for the fog intensity so a RGB value of 0 0 0 has minimal fog, while and RGB value of 255 0 0 will produce a thick fog.Ĥ)Now click okay and you might see some weird distortions in your image. Then select the next color (index number 4) and set it to maximum red which is RGB 255 0 0. For the purposes of this tutorial I will be going with an obvious purple shade of RGB 200 0 255. When the preview image appears, go to image>edit pallette:ģ) In "edit palette" mode select index 3 (4th color box from the left) Set it to the color of your fog. Import your image and rename the front to "!" like so, then, double click the image to preview it. Prepare your image as the same you would in part 1 and save it out:Ģ)Open wally and create your wad file or open an existing one. Standard water textures are 128x128, but you can have higher but there is a quirk where you will need to scale on brush differently ill get to that later. Lastly they are designated with "!" in their filename. The texture must be tiling textures or else the effect will look bad with visible seams. They have several special things to consider They use specific colors from the color index pallete to control both fog color and fog intensity. 1) Water textures in half-life have procedural animation to make them distort and fluctuate.
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