Water Trouble

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Rad

L1: Registered
Aug 25, 2008
16
2
The water in my map isn't rendering properly. It won't be visible when you're outside of it but it still functions as water when you go into it. Even stranger is that sometimes parts of the object that contains the water will disappear when you're inside the water. I exhausted all possibilities what this could be.

For more explanation, I'm trying to create a toyfort-styled map where the players are in a giant bathroom with the object of the game to bring intel into the giant toilet. This toilet is the issue at hand.

I got a skybox with the light_environment. I tried making a water controller and cubemaps (shouldn't matter anyway as i have DirectX 9). I searched all over the map for leaks and made sure the enclosing box is not func_detail. The point map is just a red line in the middle of space, pointing to nothing.

I really am quite baffled as I tried every tutorial i could find about it.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You probably have a leak, if you do, load the pointfile using maps>loadpointfile then follow the red line and plug the gap it goes though. If you haven't got a leak, you probably haven't compiled vvis, make sure you have, water doesn't work without it.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
This could alternatively be the use of an invalid water texture. When in hammer make sure the water can be viewed from both above and below the face assigned the water texture and this should let you know it is a viable water material.
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
The point map is just a red line in the middle of space, pointing to nothing.

If you have a red line anywhere, then it is certainly a type of leak. It sounds like you have an entity that has an origin outside of the world. Move the origin back inside the world (or right click the entity and select center origin) and you should be all good.
 

CJLJ

L1: Registered
Apr 27, 2008
26
10
If you have a red line anywhere, then it is certainly a type of leak. It sounds like you have an entity that has an origin outside of the world. Move the origin back inside the world (or right click the entity and select center origin) and you should be all good.

This is what it will be if you copy and pasted anything from a decompiled map. Go Map>Entity Report and just go down the list until you see something appear at either end of the red line. Move the origin back in to the playable area and it should work.
 
Dec 25, 2007
566
439

99X

L1: Registered
Aug 21, 2008
14
1
I'm having a water related issue also. The water renders and works fine, except the very top surface edges are very thin yellowish, as if you're seeing the nodraw texture reflected or something. It's where the water meets the wall. There are no leaks, so I'm wondering if this is a cubemap issue.
 

Inexistence

L1: Registered
Apr 2, 2008
21
0
I'm having a water related issue also. The water renders and works fine, except the very top surface edges are very thin yellowish, as if you're seeing the nodraw texture reflected or something. It's where the water meets the wall. There are no leaks, so I'm wondering if this is a cubemap issue.

I have the exact same problem, but also I have water going up a slope, and if viewed from a certain angle, you seem to be able to see through the surrounding walls, as if they have nodraw around them. It's difficult to explain, but really doesn't help my problem. Does anyone have the solution to this?
 
Dec 25, 2007
566
439

Rad

L1: Registered
Aug 25, 2008
16
2
I found the problem with all of your help. Thanks a lot! It turned out my spawn door's origin was out in space. The problem got fixed when I created a skybox surrounding the Bathroom box rather than use the ceiling as a skybox (which i did as a place holder until i designed the lighting scheme).

Now I've run into another problem. First, the water is brown. Secondly, when I'm submerged in the water, parts of the water's containing brush disappears and leaves glitchy holes that create a visual similar to looking out into empty space.

The water is cheap canal water 001. I forget the exact name >.o
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
You are using water from HL2. You need to use TF2 water textures.
Try the expensive 2fort water texture, and make sure that all sides except the top one are nodraw.
 
Dec 25, 2007
566
439
I found the problem with all of your help. Thanks a lot! It turned out my spawn door's origin was out in space. The problem got fixed when I created a skybox surrounding the Bathroom box rather than use the ceiling as a skybox

If the door's origin is out in space, you can fix that by selecting the func_door, and choosing Tools, Center Origins, which will put it in the center of the brush.
 

Rad

L1: Registered
Aug 25, 2008
16
2
If the door's origin is out in space, you can fix that by selecting the func_door, and choosing Tools, Center Origins, which will put it in the center of the brush.
Okay, thank you!

You are using water from HL2. You need to use TF2 water textures.
Try the expensive 2fort water texture, and make sure that all sides except the top one are nodraw.
Oh, I see. Any recommendations for a cheap water texture? I like to stay on the efficient side.
 

FaTony

Banned
Mar 25, 2008
901
160
Not always, FaTony; or at least, sometimes you can't see what it's pointing to. You can have brush entities where the origin is outside the map, but the brushes are inside the map; that will cause a leak, but the red line will stop apparently in the middle of nowhere. See http://forums.tf2maps.net/showthread.php?t=1937 and http://forums.tf2maps.net/showthread.php?t=1950 for example.

Red line is always pointing to something. In your case it's pointing on the entity origin! Stop saying that I'm wrong.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
If you're using a large amount of water it is much better to use expensive textures.
If it's just a puddle, use cheap.

If the expensive water slows peoples systems down they can easily change the water settings in their options menu.

Remember to make the X and Y scale of the water texture '1', it will make it look much better.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Red line is always pointing to something. In your case it's pointing on the entity origin! Stop saying that I'm wrong.

No, you're wrong :p
 

Rad

L1: Registered
Aug 25, 2008
16
2
I used 2fort water. It works well, but parts of the containing the water disappear when i look through them