This is a tutorial by Maxim that teaches how to make a lava for Painkiller level.
1. Create a cylinder, figure 1.
2. Convert it to Editable Mesh object, figure 2.
3. Select and delete the butt-end surfaces of the cylinder, figure 3,4.
4. Form the desired shape with FFD 2x2x2 modifier, by Scale and Move options, figure 5-9.
5. Create a planar mapping coordinates in the 2nd UV – channel with UVW Mapping modifier, figure 10, 11.
6. Assign a material that contains the lawa_fps25_00 texture in its diffuse color slot to the mesh, figure 12.
7. Rename the object Cylinder01 to lawa_noclipshape, figure 13.
8. Export the object to ASCII Scene Export (*.ASE) file format, figure 14.
Note: Painkiller’s *.mpk format operates with four texture layers, table 1.
|1 layer – “colormap” texture, uses 1st UV-channel||visible through the black areas of the mask (alphamap) texture|
|2 layer – “lightmap” texture, uses 2nd UV-channel||provides static lighting|
|3 layer – “blendmap” texture, uses 1st UV-channel||visible through the white areas of the mask (alphamap) texture|
|4 layer – “alphamap” (grayscale) texture, uses 2nd UV-channel||defines the relative visibility of the 1st and the 3rd layers|
In general, layer 3 and layer 4 has no texture.
12. Open lawa.mpk with PainEd, figure 15. You should see the lava flows moving from center to outer edge.
Certainly, a lava object can be of any other shape, for example as shown in figure 16.