Special Effects
UnrealED2 Tutorials by EZkeel
 

Water SkyBoxes





Email :EZkeel
Accompanied files : WaterSky.UNR

If you’ve ever wanted to create the feeling that you’re in a base submerged deep in the ocean with fish swimming in the distance and giant squids floating around, here’s how you do it.
Tutorials you will need to have read are: Zones, Skyboxes

1) Create a very basic room and set the walls as a fake backdrop so that you can view your ocean when its finished. Light it, add a player start and make it a single player gameinfo for the purpose of this tutorial.

2) Now, subtract a large cube say 2048 x 2048 x 2048 with some watery textures with the “wavy” effect on. Add a waterzone info actor (make sure the info actor is not at the centre of your cube). Rebuild.

3) Now create a smaller cube brush about 128 x 128 x 128 and make sure its positioned right in the centre of the first cube. Instead of adding or subtracting this as a brush, choose the “Add special” brush as you would for placing a sheet in your level. Now select the “zone portal” option and hit “OK". Rebuild.

4) Lets just check that you now have a zone within a zone. In the 3D view window, select the view option and choose zone/portal view. You should be able to see the two cubes as different coloured brushes. If you do (and you should) then we can move on to the next step.

5) Inside the smaller zone cube add a skyzoneinfo actor and rebuild.

6) Add some water creatures to the outer zone and add some lighting too. Rebuild and test the level, you should be looking out into a vast ocean.