Seems that no matter how dark my map is, the water is unrealistically bright compared to everything else.
Can i change how much light hits a water brush?
If not do cheap tricks exist to make water brushes recieve lighting from the map. Flashlights ect.
If those fail, does dx7 water allow lighting?
Toss me some ideas here, water is my bane right now.
Simple, don't use dx7 water textures. Use normal textures. If your graphics card only supports dx7, you should probably get a new card.
[QUOTE=Firegod522;19823142]Simple, don't use dx7 water textures. Use normal textures. If your graphics card only supports dx7, you should probably get a new card.[/QUOTE]
Interesting response, considering that wasn't the question...at all...
Dx7 water seems to have an advantage over normal high quality water from the testing i just did. Dx7 water is lit by the map. While Dx8+ Water is set at a defined brightness no matter what the light sources are.
I think ill use dx7 water then. Unless anyone can point me to some dynamic-lit dx8 water.
[QUOTE=mack1510;19823413]Interesting response, considering that wasn't the question...at all...
Dx7 water seems to have an advantage over normal high quality water from the testing i just did. Dx7 water is lit by the map. While Dx8+ Water is set at a defined brightness no matter what the light sources are.
I think ill use dx7 water then. Unless anyone can point me to some dynamic-lit dx8 water.[/QUOTE]
Are you sure you haven't got botched HDR in your map?
[QUOTE=metallics;19823430]Are you sure you haven't got botched HDR in your map?[/QUOTE]
Ep1, not entirely sure how to set up HDR to be honest.
Would this really fix the problem and have the dx8 water be lit dynamically?
Do you have a water_lod_control entity in your map? I had the same problem until I realized you have to add one to make the lighting look right.
[QUOTE=mack1510;19823450]Ep1, not entirely sure how to set up HDR to be honest.
Would this really fix the problem and have the dx8 water be lit dynamically?[/QUOTE]
Don't use dx8 water.
[QUOTE=selby3962;19823544]Don't use dx8 water.[/QUOTE]
That is my current idea of what to do :P
[editline]05:12PM[/editline]
[QUOTE=DZ987;19823528]Do you have a water_lod_control entity in your map? I had the same problem until I realized you have to add one to make the lighting look right.[/QUOTE]
yeah i have one. No change i think.
[QUOTE=DZ987;19823528]Do you have a water_lod_control entity in your map? I had the same problem until I realized you have to add one to make the lighting look right.[/QUOTE]
water_lod_control only controls the distance from the player at which water changes from expensive to cheap.
[QUOTE=mack1510;19823565]That is my current idea of what to do :P
[editline]05:12PM[/editline]
yeah i have one. No change i think.[/QUOTE]
Use dx9 water. Problem solved.
[QUOTE=selby3962;19823660]Use dx9 water. Problem solved.[/QUOTE]
I want, but don't have.
Where do i get?
[editline]06:10PM[/editline]
*sigh* i guess dx9 water doesn't exist or something. Fpsbanana gave me nothing ):
they are the standard water textures with nothing on the end of the name. "Expensive" water textures if you will.
[QUOTE=metallics;19824645]they are the standard water textures with nothing on the end of the name. "Expensive" water textures if you will.[/QUOTE]
Interestingly enough i thought those were dx8
Why are they not lit by the map, and instead have defined "set" lighting styles?
[QUOTE=mack1510;19825183]Interestingly enough i thought those were dx8
Why are they not lit by the map, and instead have defined "set" lighting styles?[/QUOTE]
Probably because they aren't correctly env_cubemapped.
[QUOTE=Firegod522;19823142]Simple, don't use dx7 water textures. Use normal textures. If your graphics card only supports dx7, you should [B]definitely[/B] get a new card.[/QUOTE]
Fixed.
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