I fully compiled a map im working on and when i went ingame to test it looking for bugs i noticed the Waters surface wasnot rendering out how eer if i enter the water the water is there as if you are under water like normal. ive used 2 diffrent water textures now and theres been no change. anyideas why this is?
How did you did the water? We need more info.
A leak, and this should be in the mapping section.
You might have a leak, check for "***LEAKED***" in your compile log, if you have a leak, load your pointfile and fix it.
- errr... simple nodraw box with the water texture applyed to the top face. Its set in a pond like shape thats been made by geometry displacement
- No leaks.
current texture: nature/water_canals03
+__________________________+
FIXED
nature/water_canals03 is a high detailed texture not suported by hl2dm for somreason i changed to a dx70 texture and it works fine.
You're saying you made the Water a displacement? That won't work. At, all.
You need the water on all the sufaces of the brush, not just the top. Also make sure you add a env_cubemap and a water_lod_control and place them both on the surface of the water.
Build map, then build cubemaps, and try it out.
[QUOTE=343N;22484675]You're saying you made the Water a displacement? That won't work. At, all.[/QUOTE]
Lol no read proply.
[QUOTE=GameDev;22484921]You need the water on all the sufaces of the brush, not just the top. Also make sure you add a env_cubemap and a water_lod_control and place them both on the surface of the water.
Build map, then build cubemaps, and try it out.[/QUOTE]
For somone that calls them self 'GameDev' you sure know nothing.
A water brush only needs the water texture applyed to the faces that are seen by the player.
So my pond is only visable on the top layer so i apply the water texture to the top of the brush. This helps with optmization too.
Try it you may have just learnt somthing new.
also i know to add 'water_lod_control' and 'env_cubemap'.
Also! if you had read my last post proply too you would have noticed i fixed it and gave a beif reason y the problem occured.
This happens if I compile the map with Run VIS set to No. Set it to fast or normal
[QUOTE=Laserbeams;22486750]This happens if I compile the map with Run VIS set to No. Set it to fast or normal[/QUOTE]
it was on full.
also ill say it again for those to lazy to read threw.
____________________________________________
FIXED
nature/water_canals03 is a high detailed texture not suported by hl2dm for somreason i changed to a dx70 texture and it works fine.
someone please lock this ><
Except the texture is supported in hl2dm, you have a leak, open up the pointfile and fix it.
[url]http://developer.valvesoftware.com/wiki/Leak[/url]
DX9 water textures don't render when you have a leak, DX7 ones do
Also this should be in the mapping section
[QUOTE=Hazrd24;22486972]Except the texture is supported in hl2dm, you have a leak, open up the pointfile and fix it.
[url]http://developer.valvesoftware.com/wiki/Leak[/url]
DX9 water textures don't render when you have a leak, DX7 ones do
Also this should be in the mapping section[/QUOTE]
well when the problem occured no point file was generated and plus i use valve batch compile tool which actually doesnt let you compile the map if there is a leak.
also the mapping section is in GMOD section and this is HL2DM related.
The mapping sections allows anything with source engine
[QUOTE=No-Half-Measure;22486579]Lol no read proply.
For somone that calls them self 'GameDev' you sure know nothing.
A water brush only needs the water texture applyed to the faces that are seen by the player.
So my pond is only visable on the top layer so i apply the water texture to the top of the brush. This helps with optmization too.
Try it you may have just learnt somthing new.
also i know to add 'water_lod_control' and 'env_cubemap'.
Also! if you had read my last post proply too you would have noticed i fixed it and gave a beif reason y the problem occured.[/QUOTE]
Who said I was a Dev for Valve? I'm an independent iPhone developer. Way to jump to conclusions..
Post your compile logs from before, with [CODE] tags wrapped around them.
Displacements don't seal the map.
Also, the mapping section is very lenient on what you're mapping for. You should go there as well.
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