Water turns black with HDR

Title says all

With HDR on the water fades to black

http://filesmelt.com/dl/hl2_2010-02-12_22-46-58-88.png

What is the reasoning for this? How can i fix it?

Thanks

Try putting a cubemap above the water? It seems like that fixes a lot of problems with water.

No that doesn’t help, thanks for the suggestion though

i think it looks cooler that way

I agree, but it sure as hell isn’t realistic, which it’s supposed to be.

:confused: why do games always half to look realistic their games!

Although this looks cool, it doesn’t look beautiful. That’s why

Whoa trippy.

Try looking at my texture tutorial and follow the water guide.

Look at light settings… Also what water texture are you using?

It looks like oil :stuck_out_tongue:

Does it just look like the light isn’t reaching it?

http://www.liako.gr/news/images/stories/bp_logo_823200753158am.jpg

It’s BP’s work

[editline]12:59PM[/editline]

Also, did you build the cubemaps when you added them?

[editline]01:00PM[/editline]

Is that a custom texture?

[editline]01:01PM[/editline]

This might help

r_cheapwaterend [length]

It’s the custom Tropical Water texture. I didn’t make it myself. The VMT looks like this.

Water_tropical.vmt


"Water"
{
	"%compilewater" 1
	"%tooltexture" "dev/water_normal"

	"$abovewater" 1

	"$envmap" "env_cubemap"
	"$refracttexture" "_rt_WaterRefraction"
	"$refracttint" "[.75 .75 .75]"

	"$reflectamount" "1.0"
	"$reflecttint" "[1 1 1]"

	"$cheapwaterstartdistance" "2000"
	"$cheapwaterenddistance" "3000"

	"Water_DX90"
	{
		// NOTE: These are only used by DX9 water, since forceExpensive isn't defined.
		// ALSO NOTE: This *cannot* exist in the root level, because the presence of this 
		// is used to determine whether to do the reflection in the client DLL
		"$reflecttexture" "_rt_WaterReflection"
		"$reflectentities" 1
		"$refractamount" ".2"
	}
	"Water_DX81"
	{
		"$refractamount" "0.5"
		"$reflecttint" "[0.5 0.5 0.5]"
		"$fogend" 400.00
	}
	"Water_DX80"
	{
		"$refractamount" "0.5"
		"$reflecttint" "[0.5 0.5 0.5]"
		"$fogend" 400.00
	}
	"Water_DX60"
	{
		"$fallbackmaterial" "nature/water_canals_water2_dx70"
	}

	"$scale" "[1 1]"

	"$bumpmap" "dev/water_dudv"
	"$normalmap" "dev/water_normal"

	"$surfaceprop" "water"
	"$bottommaterial" "liquids/water_tropical_beneath"
	"$bumpframe" "0"

	"$fogenable" 1
	"$fogcolor" "{54 175 201}"
	"$fogstart" 1.00
	"$fogend" 800.00

	"Proxies"
	{
		"AnimatedTexture"
		{
			"animatedtexturevar" "$normalmap"
			"animatedtextureframenumvar" "$bumpframe"
			"animatedtextureframerate" 30.00
		}

		"TextureScroll"
		{
			"texturescrollvar" "$bumptransform"
			"texturescrollrate" .05
			"texturescrollangle" 45.00
		}

		"WaterLOD"
		{
		}
	}
}


Water_tropical_Beneath.vmt


//"wireframe"
"Water"
{
	"Water_DX60"
	{
		"$fallbackmaterial" "nature/water_dx70_beneath"
	}

	"$abovewater" 0
	"$forceexpensive" 1
	"%compilewater" 1
//	"$forcecheap" 1
	// bottom materials shouldn't use $envmap!!!  They won't work if they do.
//	"$envmap" "env_cubemap"
	"%tooltexture" "dev/water_normal"
	"$refractamount" "0.2"
	//"$refracttint" "[.75 .75 .75]"

	"$reflectamount" "1.0"
	//"$reflecttint" "[1 1 1]"

//	"$reflecttexture" "_rt_WaterReflection"
	"$refracttexture" "_rt_WaterRefraction"

	"$scale" "[1 1]"

	"$bumpmap" "dev/water_dudv"
	"$normalmap" "dev/water_normal"

	"$surfaceprop" "water"
	"$bumpframe" "0"

	"$fogenable" 1
	"$fogcolor" "{54 175 201}"
	"$fogstart" 1.00
	"$fogend" 800.00

	$underwateroverlay "effects/water_warp01"

	"Proxies"
	{
		"AnimatedTexture"
		{
			"animatedtexturevar" "$normalmap"
			"animatedtextureframenumvar" "$bumpframe"
			"animatedtextureframerate" 30.00
		}

		"TextureScroll"
		{
			"texturescrollvar" "$bumptransform"
			"texturescrollrate" .05
			"texturescrollangle" 45.00
		}

		"WaterLOD"
		{
		}
	}
}


“$cheapwaterstartdistance” “2000”

Try raising that?


"Water"
	{
	"%compilewater" 1
	"%tooltexture" "dev/water_normal"

	"$abovewater" 1

	"$envmap" "env_cubemap"
	"$refracttexture" "_rt_WaterRefraction"
	"$refracttint" "[.75 .75 .75]"

	"$reflectamount" "1.0"
	"$reflecttint" "[1 1 1]"

	"$reflecttexture" "_rt_WaterReflection"
	"$reflectentities" 1
	"$refractamount" ".2"
	"Water_DX81"
	{
	"$refractamount" "0.5"
	"$reflecttint" "[0.5 0.5 0.5]"
	"$fogend" 400.00
	}
	"Water_DX80"
	{
	"$refractamount" "0.5"
	"$reflecttint" "[0.5 0.5 0.5]"
	"$fogend" 400.00
	}
	"Water_DX60"
	{
	"$fallbackmaterial" "nature/water_canals_water2_dx70"
	}

	"$scale" "[1 1]"

	"$bumpmap" "dev/water_dudv"
	"$normalmap" "dev/water_normal"

	"$surfaceprop" "water"
	"$bottommaterial" "liquids/water_tropical_beneath"
	"$bumpframe" "0"

	"$fogenable" 1
	"$fogcolor" "{54 175 201}"
	"$fogstart" 1.00
	"$fogend" 800.00

	"Proxies"
	{
	"AnimatedTexture"
	{
	"animatedtexturevar" "$normalmap"
	"animatedtextureframenumvar" "$bumpframe"
	"animatedtextureframerate" 30.00
	}

	"TextureScroll"
	{
	"texturescrollvar" "$bumptransform"
	"texturescrollrate" .05
	"texturescrollangle" 45.00
	}

	"WaterLOD"
{
}
}
} 

Yes I tried building cubemaps. (Thought it was a given)

I’m going to try that VMT Firegod, I’ll post if it works or not.

Anything?

Yes I do believe it worked. Thanks Firegod