Don't suppose anyone has a reference on how to get water into a BSP properly? Been years since I've done this sort of thing, any help is appreciated. :)
6th June 2008
From the HEK tutorial:
The following steps and example images will demonstrate the creation of geometry that will be used to add a stream to the existing level.
Creation of the stream geometry: 1) To create the surface of the stream do the following: a) Deselect the level (object "level") and select Create. b) Make sure that Standard Primitives is selected in the pull down menu. c) Under Object Type, click on the Plane button. d) In the Parameters area, set the Length Segs value to 8 and the Width Segs value to 1. The first image further explains the above procedures.
2) Create the plane such that it roughly covers the area of the stream bed. 3) The stream is going to be made a separate object from the object "level". Under Name and Color, name this object "stream", the object color was also set to blue, this is not necessary but makes it easier to distinguish this object. The second image further explains the above procedures.
The plane of polygons will now be manipulated so that it fits the stream bed. 4) Follow the procedures below to modify the plane so that it makes a stream. a) Select Modify. b) The plane needs to be converted to a mesh so that it can be manipulated. Select Edit Mesh from from the Modifier List pull-down menu. c) Under Selection select Face mode. d) Select all the faces for the stream. e) Move the selected faces down in the Z-axis to form the surface of the water. The plane of polygons should be slightly below the lowest edge or bank of the stream bed. The third image further explains the above procedures and shows the final result of the performed procedures.
5) Edit the vertices to make the polygons that compose the object "stream" conform to the shape of the stream making sure that all edges extend into or past the geometry that composes the stream bed. 6) The stream is going to be setup such that it "flows" from North to South. Notice how the edges of the polygons are positioned such that they are either parallel to the flow direction or perpendicular to the flow direction of the stream. This will make the texture mapping or application of texture coordinates for the stream shader (that will be scrolling to simulate the water moving) easier. The fourth image or final image further explains the above procedures and shows the final result.