Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 08-06-2007, 01:29 PM   #1
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
water glitch!!!HELP!

Ok, so some of you know i'm working on a texture pack and i want it to include as much usefull stuff as possible, including water,skyboxes,lights, and grates. here is my problem, i've managed to get the water to show up fairly nicely in-game BUT along the edges you see the color(solid) of the water. anybody know how to fix this? also, if you dont like the water dont comment i still need to tweek it and i gave up when i couldnt figure this out.



also how do i get rid of the trash underneath the water?(the stuff thats floating in it)

here are the DX70 water textures.(fallback versions of the above that are screwed up)






thanks, and glad to see the forum back up!! WoOt!
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 03:55 PM   #2
Beetle
Beta than eva'
 
Beetle's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
apparently thats not a texture problem. ihad the same problem and the only fix is to make the top half func_walls/details
Beetle is offline   Reply With Quote


Old 08-06-2007, 04:01 PM   #3
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
as in tie the water brush to a func_wall/detail entity? i thought that was a no no
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 04:13 PM   #4
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
do y'all like the colors? any suggestions? darker/lighter? clear(white)?

i will give y'all many options
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 04:53 PM   #5
own3r
Custom mapper
 
own3r's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
More subtle colours would work best in my view. So that's more see through and less saturated colours.
own3r is offline   Reply With Quote


Old 08-06-2007, 05:14 PM   #6
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
like the first SS? the next 4 are the dx70 versions. the regular ones(top SS) look very very nice just the edge that is messing up.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 05:30 PM   #7
Beetle
Beta than eva'
 
Beetle's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by GambiT
as in tie the water brush to a func_wall/detail entity? i thought that was a no no
it is, really. take a look at where i had the same problem with thecove. those are the only solutions they offered. all i was really pointing out was it it wasn't the texture's fault.
Beetle is offline   Reply With Quote


Old 08-06-2007, 05:31 PM   #8
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
i guess ya'll could just make the water go into the wall enough to where you cant see the edge.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 05:36 PM   #9
Beetle
Beta than eva'
 
Beetle's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
nah, that doesnt help
Beetle is offline   Reply With Quote


Old 08-06-2007, 05:44 PM   #10
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
there has to be a way to fix those edges. i've tried googling and cant find anything!!
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 07:12 PM   #11
Coronius
Alcoholic Artist
 
Coronius's Avatar
 
Join Date: Mar 2007
Location: Sweden
Posts Rated Helpful 2 Times
Make something that really resembles blood, that'd be bad ass.
Coronius is offline   Reply With Quote


Old 08-06-2007, 07:34 PM   #12
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
will do, sounds good
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 07:44 PM   #13
Beetle
Beta than eva'
 
Beetle's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
and other liquids, like lava, etc
Beetle is offline   Reply With Quote


Old 08-06-2007, 09:06 PM   #14
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
haha...ya know what..i was just sitting here and i realized i didnt put a water_lod_control in my map..maybe thats it?

so far:

3 different blues,reds,greens,yellows
1 clear
1 blood
1 lava

any more? i'll work on them when i get home and post some SS's tomm.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 08-06-2007, 09:34 PM   #15
Teh Hwoling Manz
Banned
 
Teh Hwoling Manz's Avatar
 
Join Date: Jun 2007
Location: Stan Mikita's Donuts
Posts Rated Helpful 0 Times
Send a message via AIM to Teh Hwoling Manz
semen plz
Teh Hwoling Manz is offline   Reply With Quote


Old 08-06-2007, 09:57 PM   #16
Nuk3m
Banned
 
Join Date: Mar 2007
Location: New Jersey, USA!
Class/Position: Scout / Offense
Gametype: Capture the Flag
Affiliations: :e0: Founder
Posts Rated Helpful 0 Times
Send a message via AIM to Nuk3m
those are some cool water colors. i think it would only be appropriate to try to add white and black water colors. as it could go good with some types of themed maps.

hell make a full template of diff colors
Nuk3m is offline   Reply With Quote


Old 08-06-2007, 10:04 PM   #17
StatisticZ
My title is... Custom.
 
StatisticZ's Avatar
 
Join Date: Mar 2007
Location: Tri-State Area
Posts Rated Helpful 0 Times
They look very saturated.
StatisticZ is offline   Reply With Quote


Old 08-06-2007, 10:07 PM   #18
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Quote:
Originally Posted by [StatisticZ]
They look very saturated.
Quote:
Originally Posted by GambiT
like the first SS? the next 4 are the dx70 versions. the regular ones(top SS) look very very nice just the edge that is messing up.
I believe it's time for you to read the threads you post in.
squeek. is offline   Reply With Quote


Old 08-06-2007, 11:40 PM   #19
Beetle
Beta than eva'
 
Beetle's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
nah gambit, it makes a default one if you dont do it yourself.
Beetle is offline   Reply With Quote


Old 08-07-2007, 11:46 AM   #20
stino
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Beetle
it is, really. take a look at where i had the same problem with thecove. those are the only solutions they offered. all i was really pointing out was it it wasn't the texture's fault.
it's not the texture's fault, it's the shader's fault, becouse a bump and raytracing method whould be way to expensive for reflections they just distort the mirrored view.

now if you noclip just behind the wall, you see what the mirror sees and what gets moved a little inside the room becouse of the distortion. there is no way to fix this unless you put behind the wall another dark wall so it won't be noticed that fast but it will still be there. (the func_detail method mentioned above ), or you can use cheaper water: cubemaps don't see trough walls

its also with valve's water textures.
you see a saturated skybox instaid of a solid color
stino is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:58 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.