03-06-2005, 11:37 AM | #1 |
Join Date: Jan 2005
Location: California
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water
I dunno whats wrong with my map, but on my map aftershock water does not show its surface, instead it seems to have a nodraw face... very strange.. when i get inside the water it works fine. It looks normal in hammer too I've put water in other maps using cs:s too so im very confused why it doesnt work on this one map. If anyone knows what my problem might be, please help.
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03-06-2005, 12:15 PM | #2 |
Join Date: Dec 2004
Location: New Zealand
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I'm not too sure on this, but did you tie a cubemap to the water side of the brush :D?
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03-06-2005, 05:47 PM | #3 |
Join Date: Feb 2005
Location: lost please find me
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Theres a water tutorial on the source sdk reference notes. Thats where i learned to make water. BTW zorro, when are your new afterschock screenies coming Your map is looking great
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03-06-2005, 10:53 PM | #4 |
Join Date: Jan 2005
Location: California
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yah i know about water tutorials ive done them, water only doesnt work on my map... ive gotten it to work when i just create a new map and put water on it.. ill try the cubemap idea.. i have a cubemap its just not tied to anything.
im probibly not releasing any screens or anything untill im pretty much done now.. which will probibly be a couple weeks to a month.. i'll probibly put out a walkthrough avi at that time. |
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03-07-2005, 12:23 AM | #5 |
Join Date: Feb 2005
Location: Philadelphia, PA
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to make water:
DO'S: - Place brush in the shape you want to have it......try to keep it in a rectangle. - Apply nodraw textures to the object on all sides. - Apply a water texture to the TOP face, no other faces. - Place and env_cubemap on the top of the water. Select Brush Faces: then click Pick. Then select the Faces you wish to have reflections on. (In waters case, just the top face ONLY) DON'T: - Tie to func_water, this will screw it all up, the only reason you would do this is to make the water be able to raise or lower, and it will be quite buggy, and env_cubemaps dont work on them i believe. |
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03-07-2005, 12:51 AM | #6 |
Join Date: Jan 2005
Location: California
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did all that in the first... looked like this...
This is what i did, to show you all i know how to make water lol... like i said, ive done it on other maps its JUST THIS MAP. I placed my brush, made it all no draw.. then applied a water texture to the top(the water texture from the hammer tutorial)... then i made an env_cubemap and picked the side of the top side of my water. Then compiled and thats what happened.. I also tried func_water after all that.. it looked better but still didnt work woth a shit.. If you look at it very far away it looks kind of staticy, kind of like it does when your in the water which is what this screen is.. |
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03-07-2005, 06:54 AM | #7 |
Join Date: Feb 2005
Location: Finland
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Oh noob (that was joke just wanted to sound like pro in this buissness)
Well you have leak in your map. Even tinyest hole in map will screw the whole water buissness. In one map I made I had to do it 50% again cause there was 1mm x 1mm hole in some point. And in water only the part that is up will get water texture, everything else will be nodraw texture. Then put water_lod_control (or what ever it is) and place it near the water :P Then put env_cubemap in to the surface of the water and open it's propeties and there is a thing where you have to pic the surface. You have to pick the surface of your water. Then it should work. But if it wont, you have leak in your map. Try to find it. If you dont find it, Im sorry but you have to do some part again Hope that helped |
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03-07-2005, 07:08 AM | #8 |
Join Date: Jan 2005
Location: California
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yah lol i just figured that out.. by cuting pieces of the map out and then seeing that when i enclosed that piece of the map in a box it worked im fixing leaks now, this is going to take a long long time, lol
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03-07-2005, 08:52 AM | #9 |
Join Date: Jan 2005
Location: California
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With water does it get screwed up if there is a leak anywhere in the map? Or is it anywhere near the water?
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03-07-2005, 09:23 AM | #10 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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Don't worry about water until you've fixed your leaks. Fixing a leak is fairly simple with a bit of practice -- check the HL2 SDK webpage. As a level designer, you should attempt to learn good practice from the very start. I know most people just want to make cool stuff and mess around with the editor, but it really cannot be stressed how important it is to fix leaks properly and build levels the correct way from the beginning
Read up on pointfiles for a start. The worst thing you can do to fix a leak is to place a box around your map. It will probably quadruple compile times and it'll also make your map ridiculously laggy |
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03-07-2005, 10:41 AM | #11 |
Join Date: Jan 2005
Location: California
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yah ive been working on the leaks.. there are tons at where i first started the map and less at where I have just finished.. im sure my next map will be much much better then this one, at least in a more leakproof way..
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03-07-2005, 12:58 PM | #12 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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Tips regarding leaks for new mappers:
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03-07-2005, 01:23 PM | #13 | |
Join Date: Jan 2005
Location: California
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Quote:
anyways, thanks alot defrag.. this will help a ton in future maps. oh btw ive been working with snap grid on 1 im such a loser |
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03-07-2005, 08:09 PM | #14 |
Join Date: Jan 2005
Location: California
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sorry for the double post but i just finished de-leaking my map(at least the pointfile leaks are fixed) and I was wondering if its normal that my compile time should go up by like 10x after my map is leak free? because now the vvis is taking way way way longer.
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03-07-2005, 08:25 PM | #15 |
Join Date: Dec 2004
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When you have a leak vvis doesnt finish. It just spots the leak then says 'Fuck that Ill let vrad finish this bugger off'. It can take quite a while but if you want a playable framerate it is essential.
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03-07-2005, 09:21 PM | #16 |
Join Date: Jan 2005
Location: California
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yah portalflow has been going for almost an hour and is only at 4 and 3 dots
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03-12-2008, 04:14 AM | #17 |
Join Date: May 2007
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I'm posting here cause it seemed most appropriate to my problem. My waters got the bug. The log file shows no leaks, but can my map still have leaks? I'm chasing a ghost... my water doesn't look right but the log looks fine... not sure how to fix something not broken.
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03-12-2008, 04:40 AM | #18 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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did you put a cubemap over it and type buildcubemaps in console?
do everything in this thread. water_lod_control, env_cubemap assigned, leaks, etc, etc. Last edited by greenday5494; 03-12-2008 at 04:55 AM. |
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03-12-2008, 06:20 AM | #19 |
Join Date: May 2007
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I put in a cubemap, made a 6 sided no-draw brush with water on the top, by default hammer drops in a water_lod_control, log shows no leaks, and I'm not sure where to go next except maybe remaking the map from scratch. I also did a "check for problems" and nothing showed up. And I also surrounded the map in a skybox brush to make doubly sure I had no leaks.
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03-12-2008, 07:11 AM | #20 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Compiling with vis?
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