12-01-2005, 05:35 AM | #1 |
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water woes
why is this happening
why is this happening #2 there should be a ceiling/wall in the first shot (as labeled), and in the second one as well, which should be easily noticable. but instead of a wall, it shows the stuff that should be behind the wall. it compiles with no errors or leaks or anything, so I'm not sure whats up. I'm guessing it has something to do with what face of the brush I put "nodraw" on? once i fix this problem, I'll probably release some pictures of the [almost] complete 2mesa interior. as much as i would like a wallhack, it doesn't pose as much of an advantage if everyone can use it |
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12-01-2005, 06:15 AM | #2 |
Join Date: Mar 2005
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I like your name
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12-01-2005, 11:01 AM | #3 |
Join Date: Feb 2005
Location: Belgium
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leak in your map?
i had some leaks in badlands without getting errors of the compiler, but with horrible lighting :s |
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12-01-2005, 11:41 AM | #4 | |
Join Date: Dec 2004
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Re: water woes
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12-01-2005, 05:33 PM | #5 |
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well, the problem is its a tunnel that connects to two other bodies of water, so when I'm putting in the brush, I'm not sure what face to apply the nodraws/water texture too. you shouldn't be looking at the surface of the water anywhere on the brush, so with that logic, i guess it should be "nodraw", but at the same time, if the entire brush is nodraw, how do you indicate it as a water brush?
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12-01-2005, 06:12 PM | #6 |
Join Date: Jan 2005
Location: Montreal
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water is done by applying nodraw on every surface of your brush exept the upper one which has to be a water texture. It's very simple really.
Select the brush, then click on texture tool, then browse nodraw texture, click apply, then browse water texture, click on the top surface of your brush with the right mouse button et voila! |
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12-01-2005, 06:38 PM | #7 |
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hmmm, well i did that and I still get the wallhack-esque ceiling. i guess i'll try recreating the brushes.
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12-01-2005, 09:36 PM | #8 |
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yeah, that didnt work
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12-01-2005, 10:49 PM | #9 |
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it could be that the tube made from the texture with transparant holes is actually a vis blocking material(like most of them), and is blocking the wall behind it from being rendered. the room in the backgound is being rendered because vis can see into it through whatever connection the two areas have.
make the tube walls as func details, or open a space in them. maybe find somewhere to put a func_areaportal too, to stop that room being rendered when you don't need it to be. |
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12-02-2005, 02:43 PM | #10 |
Join Date: Feb 2005
Location: Belgium
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you mean that your water is going trough a u-shaped tunnel?
_ _ |_|_|_| |_____| donno how to do that |
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12-02-2005, 04:49 PM | #11 |
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i made the grate-like brush a func_detail like fisheye said, and that actually fixed one part (in the second screenshot), but the first screenshot is still doing the same thing.
and then tunnel isnt a U, its like a basic straight tunnel connecting to different other bodies of water. |
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12-02-2005, 05:00 PM | #12 | |
Join Date: Feb 2005
Location: Europe, Front Yard
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I can't remember what are exactly the limitations, but bodies of water at different heights, etc.. are buggy / don't work in Source (that may only apply to expensive water, but better be safe).
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