• Water problems - glitchy reflections and crashes
    45 replies, posted
[QUOTE=farmatyr;17582308]You think that is what may be causing the problem?[/QUOTE] Nope, that will only cause poor lighting. Just either remove the 50% distance values or add a 0% distance one on those lights.
Also, tell us the exact name of the water texture you are using. If you're running anything on fast, try running on normal.
[quote=adam whitby;17540190]okay, simple solution. Post a printscreen of the wire frame [b]saved and uploaded as a .jpeg, so the quality doesn't degrade[/b], and then we can use ctrl+scroll to work out where the error is.[/quote] lol
[QUOTE=CoLD_IcE;17583467]Also, tell us the exact name of the water texture you are using. If you're running anything on fast, try running on normal.[/QUOTE] */liquids/water_pretty1
If it has "b" in the end it will cause problems, b stands for beneath. Have you tried the other things we told you? Like the lights and running the compiler on normal?
I'm running the normal compile now, while doing some testing with the lights on another computer. The normal compile will take a couple of days, it's a really heavy map.
Optimize it, the compiler should never take days. Not even heavy maps like valves maps take more than 30mins to compile.
Ok, I changed the water shader and managed to take a screenshot. The reflections are still fucked up with the flashlight on, when it's off it seems fine. [IMG]http://i132.photobucket.com/albums/q19/vertex_photos/finallyascreenshot.png[/IMG]
Uh guys... [QUOTE=farmatyr;17540063]No I have multiple water brushes placed together, each one with a cubemap entity linked to it in the center. Is this the correct way of doing it? [media]http://i132.photobucket.com/albums/q19/vertex_photos/piss.png[/media][/QUOTE] Don't do that make the water one whole block around the space.
[QUOTE=farmatyr;17590189]Ok, I changed the water shader and managed to take a screenshot. The reflections are still fucked up with the flashlight on, when it's off it seems fine. [IMG]http://i132.photobucket.com/albums/q19/vertex_photos/finallyascreenshot.png[/IMG][/QUOTE] My map does that too, I think it's an engine glitch. But then again, who's going to have their flashlight on in broad daylight? If they feel like being idiots, let them deal with this engine glitch.
Tested the map in Counter Strike and it seems to be running perfectly fine there with no crashes at all, so it seems it's the engine that is the problem. It works in CS:S because it's using an older engine, am I right? Can it be the size of the map that makes the engine have a seizure? If so, is there a workaround? [editline]value[/editline] Viewing my map from the void in CS:S I can see that the brush underneath the water have a big hole in it, can this mean it's an invalid brush I'm looking at? When inside the world the hole is not visible. [media]http://i132.photobucket.com/albums/q19/vertex_photos/gm_stargrass_v02080004.jpg[/media] [editline]value[/editline] Now I have also tested the map in Team Fortress 2, runs smooth there too. Garrys Mod uses the same engine right?
I really need help in this matter, anyone who may have a clue based on my last post?
[QUOTE=farmatyr;17683325]I really need help in this matter, anyone who may have a clue based on my last post?[/QUOTE] I too am having this issue did you manage to fix it?
[QUOTE=Tombaldry;22081161]I too am having this issue did you manage to fix it?[/QUOTE] Look at the dam post dates in this thread.
I'm entirely aware of the post date in the thread, but I wasn't aware that peoples memorys of if they had or haven't fixed it expired after 8 months?
Generally we don't bump old threads.
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