I have a big problem.
I create a map with a yacht, of course, the yacht should be in the water, but if you use "expensive" water with realtime reflections, then all the models of the yacht are mirrored in the water and the productivity drops exactly twice.
If I use the option "$ forcecheap 1" to make water "cheap" and disable realtime reflection, the water that is in the skybox it becomes dark or even buggy.
I can not figure out how to get water, which does not render all the models 2 times and looks the same on the map itself and in the skybox.
My VMT
"Water"
{
"%tooltexture" "nature/water_frame01_normal"
"%compilewater" "1"
"$abovewater" "1"
"$forceexpensive" "0"
"$forcecheap" "1"
"$reflectentities" "0"
"$surfaceprop" "water"
"$cheapwaterstartdistance" 500.0
"$cheapwaterenddistance" 1000.0
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "1"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "0.4"
"$scale" "[1 1]"
"$normalmap" "mark2580/gtav/yacht_map/water/normal_01"
"$bumpframe" "0"
"$envmap" "env_cubemap"
"$bottommaterial" "nature/sewer_water001_bottom"
"$fogenable" "1"
"$fogcolor" "{35 56 70}"
"$fogstart" "1000"
"$fogend" "1200"
"$scroll1" "[.004 .004]"
"$scroll2" "[-.005 .005]"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" ".003"
"texturescrollangle" "180.00"
"texturescale" "1"
}
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" "30"
}
"WaterLOD"
}
}
}
https://files.facepunch.com/forum/upload/110566/b00f938e-e2c2-45d4-aba2-20660408c688/r_and_r.jpg
https://files.facepunch.com/forum/upload/110566/62aa1184-81b9-4d58-a733-1130fae6b1af/c_p_c.jpg
https://files.facepunch.com/forum/upload/110566/8288162f-e0f8-4daf-a377-0bf02b5da25d/c_p_r.jpg
80 fps is too low? You should go for this. The glitch in the last one is that you have no expensive water in the map. That means no refraction is rendered at all. The skybox uses a empty 'this glitch' texture there. Skybox water doesn't use refraction anyway but it needs the underwater fog color in there. you could try to find the fogcolor and use it as the refraction texture. That may or may not. I haven't tested right now. The skybox seam may not dissasppear either. The cheap cubemap difference makes this fall apart. You could try the same custom envmap on both water faces.
Yes it's too low, because At me i5 + 1060, on weaker systems in this place fps below 60, and without gmod_mcore even more low. This is completely unacceptable.
Fair enough. You care about player.s
Use the envmap 'trick' then. The console commands are those. If you use a proper engine version, it shouls output both the ldr and hdr custom envmap in materials/lightprobes. If it does not work, blame valve for the bummer. That's legit.
setpos [hammer's 3d camera position plus 4 units on the z axis]
lightprobe "name your envmap" [sizeofcubemap]
If you done it right it should definetely work and be seamless. Sfm testshot. All $forcecheap 1 and $envmap "lightprobes\water_endless_hdr"
The skybox glitch is just a lil displaced in hammer. lol
https://i.imgur.com/WR6FlKA.jpg
What an interesting team, i.e. you suggest that I take off from this position the cube and write the path to it in the vmt water place env_cubemap ? I was just planning to try something like this, and this team will definitely help me.
what are the settings of the water_lod_control entity?
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