Project Vanshing Point takes place in a city that has been abandoned for the last 50 years. While different factions roam the outskirts and mountains a distress signal begins erupting from the tower at the center of the city. your mission is simple: travel through the abandoned city and figure out what is happening at the heart of the tower. We are trying to push source to it's limits to expect the requirements to be fairly high for a source based game.
These streams of water what falling frome above looks bad in my view, try to work more on them.
Also i suggest to use some funk_brushes with waves/splashes texture in places where falling water impacts
the streams look a lot better in motion with the newest textures (no content on this site that shows it) Generally it looks a lot better at high resolutions which is also why we recommend 1920x1080 or higher. I am trying to figure out how im going to do splashes without killing performance.
brush-based/particle-based.
Particls are really cheap to use, so try some.
I guess that means we have to program a particle system. Nobody on the team are really good coders but were going to give it a try ^^
code? hl2 alredy have particle system technology, all you need to create custom particle effect is run ep2/ep1/hl2 with parameter "-tools" and choose particle editor. You can enter "-tools" parametr in steam.
I hope my comments was usefull and easy to understand :3
Thanks for the help dude :) Learned some things i didn't know. I'm going to try it out as soon as possible :D
I agree with just_call_me_G, the waterfall needs some work.
I guess used for the stream is the often-used simple brush with moving texture, and I guess it'd be a far better idea to use particles.
Yes, There's this perfect particle group that can act as water splashing on the ground from the falling water that you can use.. Just use the particle editor.