• Black water
    8 replies, posted
Hi, I am currently having problems with my map, copy-paste from mapping question megathread: [QUOTE]"Currently making a CS:GO map, hawaiian themed. Having problems with the water, I'm basically making an ocean in the 3d skybox, the water has all sides set to nodraw except for the top side, which has the inferno_water texture, there are no leaks in my map, I placed cubemaps on top of the water, built the cubemaps, yet my water looks like this. [URL="http://i.imgur.com/k0NLuri.jpg"]Huge image[/URL] Yeah it's that black mess over there, anyone knows how to fix it ? I just want my water to reflect the sky, I don't mind if it doesn't reflect the 3d skybox."[/QUOTE] All I want, is for the water to reflect the sky to make it look like a seamless ocean. I am compiling my map normally except for VIS that is set to fast, I already tried building it on normal, same problem occurs.
Post the compile log
Alrighty, compile log [URL="http://pastebin.com/M8r2XWZH"]here[/URL]
Here is two things that [url]http://www.interlopers.net/errors/[/url] said was the problem: Note: It appears vbsp was not included in this compile log. Not running vbsp may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error. Note: It appears vvis was not included in this compile log. Not running vvis may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error. Note: It appears vrad was not included in this compile log. Not running vrad may cause various errors, make sure you run all compile tools if you are stuck on an unnamed error. and material nature/blendmilground004_2 uses unknown detail object type militia_sand_grass! Description: One of your textures is scripted to emit detail props (the grass thingies that appear on displacements), but the detail props specified are not defined in the mod's data files. Solution: Usually this error is caused by mindlessly porting textures from other mods, without porting the detail props file. The fix is to either get these detail props from that other mod, or fix the texture so it emits detail props that exist in the current mod.
Well, I posted the entire compile log, BSP was set on Normal, VIS on Fast, and RAD on Normal + HDR As for the texture, it's originally from CS:GO, I did not port anything from any mod or game, my assets are completly vanilla, this texture is applied on a displacement, which works as intended, and is used nowhere near the water.
Yes I did try using a few others, like the dev_water textures, but the same result occured.
The best way for good reflections is placing water inside battlefield, not in 3d skybox, because it reflect only things above them.
[QUOTE=Mamorex;47924552]The best way for good reflections is placing water inside battlefield, not in 3d skybox, because it reflect only things above them.[/QUOTE] The thing I don't get is, why can't it work in a 3D Skybox ? As I said, I don't care if it reflects the world, I just want it to reflect the skybox texture is all. So, unless I manage to make the battlefield outrageously large to support the huge ocean water all around it and somehow manage for the displacements in the 3D skybox to not overwrite the depth and therefore render no water at all, I don't think it's a good solution.
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