why is the water doing this ?

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can someone tell me what im doing wrong thats making the water do this?


i got the tools/nodraw on all the sides but the top like the tut says and i got a water_lod and a cubemap and i run the buildcubemaps when i run the map so why is it showing up like this??? its really pissing me off :angry:
 

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well i've had the same tracer effect when a skybox failed to load..(the whole sky caused this)
so maybe the texture you're using for your water is not compatible.. have you tried other water textures?
also make sure you're doing a normal VIS rather then fast..
 
yes i've tried many water textures but i do currently have vvis turned off because it takes so long to compile with it on but ill turn it on and try it with that.
 
U have vvis turned off?
Water won't render if you haven't done at least a fast vvis.
So that effect is not caused by the water.

Water is a entity and the effect u have is usually when u see the void, since you compiled without vvis and I see no bottom and sides of the pool I asume you didn't make make a side and bottom and so creating a leak to the void.
 
Bluestrike said:
U have vvis turned off?
Water won't render if you haven't done at least a fast vvis.
So that effect is not caused by the water.

Water is a entity and the effect u have is usually when u see the void, since you compiled without vvis and I see no bottom and sides of the pool I asume you didn't make make a side and bottom and so creating a leak to the void.

take a look at my 2 pics u can clearly see that i DO have walls around the water, just so you know i been mapping for HL for 5 years now.
 
Hehe ok, wasn't sure what I saw on the hammer picture.
Btw how did you fix it.

Hmm 10 minutes is long for a fast vis, I see the base of a pilar in the hammer screenshot? Its a good candidate for a func_detail but i'm not sure if details already help speeding up with a fast compile.
 
Bluestrike said:
Hehe ok, wasn't sure what I saw on the hammer picture.
Btw how did you fix it.

Hmm 10 minutes is long for a fast vis, I see the base of a pilar in the hammer screenshot? Its a good candidate for a func_detail but i'm not sure if details already help speeding up with a fast compile.

They do, because they are not taken into account by VIS. That's why you can't seal areas with func_detail and shouldn't use them for walls.
 
Did you remember to only texture the top face of the water brush with the water material? Make sure all the other faces are textured with tools/nodraw.

How big is your skybox? Open air generally extends out the vis process by quite a lot, and lower the skybox just a little can often have a big effect on compile times.
 
the pilar u see in the ss is acually a huge working spinning swing like the kind you see at an amusement park. I have many more working thing like a tank type vehicle with real working tank treads,a ferrus wheel,a gyro,and believe it or not a walking vehicle. I'm pushing the physics engine to its limit!. :E :rolling:
 
sorry to bump this thread but im having the same problem even compiling with vis on fast(havent tried normal yet). anyone have anything new on this?
 
Arrrggh!!!

Did you even read the first reply in this thread? You must use normal vis for water to work properly...
 
water is invisible, vis is off, or use normal vis, as Revenge said. Also you sure you have the water set up? water_lod_control (or whatever it is) aswell?
 
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