Glowing Water

E

elg2001

Guest
Hi,

I'm making a map based at an abandoned reservoir. It is night time out so the map is very dark, but I want the water to be a glowing bright blue from the under water lighting. However, when I add either a light or light_spot entity under water it doesnt light up the map the way that I desire.

Is it possible to tie a light_environment to a volume specified by a brush? I'm stumped.

Refer to the following post for screenshots of the map I'm talking about: http://www.halflife2.net/forums/showthread.php?t=66726
 
making the water glow would be waay too hard, you atleast have to make your own water texture. Why not just put in some spot lights as they give a cool atmosphere to a map.
 
I have to say that fy_poolday_reunion has the best looking water I've ever seen. The sauna has a little pool and it's amazingly well lit. Only thing I like about the map though.
 
try putting the light entity in your water and then using a block light brush. That way the water would glow without affecting the outside map. I don't know if thats what your going for, but its just an idea.
 
ive only been able to make it work SORT OF by using the water_clear water texture and using spotlights underwater that illuminate only the underwater areas. Is there no way to set the brightness of ambient light within a certain brush?
 
i downloaded poolday_reunion but the sauna water doesnt look like anything special. theres even rendering errors with the light_glow (correct name?) effect
 
ambient light is everywhere, so I don't think that you can set that. However, there is a minimum amount of light allowed or something like that on some func_'s and stuff, so try messing around with that.
 
elg2001 said:
i downloaded poolday_reunion but the sauna water doesnt look like anything special. theres even rendering errors with the light_glow (correct name?) effect

I haven't had any of those...
 
have you actually been making clear water by FX amount, i would say just powerful lights (a white'ish blue) a the base and spotlights trailing through the water
220 248 252 12000 maybe that at the bottom, in brightness
 
how can you make clear water by FX amount if the func_water entity is deprecated? every time i try to tie func_water to a brush i get purple poop soup instead of water, whereas if i do it according to Valve's instructions on the official SDK page the water works fine (i.e. a nodraw brush with the top surface using dev/water2 or water_clear). maybe you can help me get func_water to work when tying it to a brush?
 
you want bloom effect, unfortunately the engine doesn't seem to support it. ;(
 
this is my last try. does anyone know how to get water to light up? it just remains murky and brown if the water is too deep.
 
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