Setting up beneath water.

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invertMASA

L3: Member
Nov 9, 2013
103
1
I have been trying forever to get when your under water to look right, As of now mine just looks normal but when your swimming its looks clear, and you take no dmg. I see there is a water beneath texture, and I have done everything I can think of with it to get it to work. But no luck. I know im going to feel dumb here soon. lol

*EDITED kinda left some important words out lol
 
Last edited:
Mar 23, 2013
1,013
347
I have been trying forever to get when your under water to look right, As of now mine just looks normal but your swimming, and you take no dmg. I see there is a water beneath texture, and I have done everything I can think of with it to get it to work. But no luck. I know im going to feel dumb here soon. lol

I don't really understand what you exact problem is.... but if it's that your water isn't visible correctly, then you either have a leak or are using a water texture with "_beneath" in its name. Don't use this textures.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Only the top side of the water needs to be textured.

Yes, but the VMF file for the water that has the top side of the water textured needs to have a different texture specified so the engine can render the underlying surface texture. If that's not done the look underwater would be the same as if the player was above the water. It's like jumping into a murky lake on a clear day and expecting the visibility under the water surface to be the same as if you are still above the water surface.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Yes, but the VMF file for the water that has the top side of the water textured needs to have a different texture specified so the engine can render the underlying surface texture. If that's not done the look underwater would be the same as if the player was above the water. It's like jumping into a murky lake on a clear day and expecting the visibility under the water surface to be the same as if you are still above the water surface.

That doesn't change the fact that when making water you should start out with a nodraw brush then apply a normal (no _beneath, no _dx80, etc) texture to the top face only tho
 

invertMASA

L3: Member
Nov 9, 2013
103
1
I always use nodraw for the first texture on anything. I checked the textures I used and none say that in it. And they are boxed in...
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm still confused what you're doing. Are you making a map where everyone and everything is underwater, but everyone can breathe?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I'm still confused what you're doing. Are you making a map where everyone and everything is underwater, but everyone can breathe?

If that's the case the nodraw brush doesn't extend to all the way down to the ground. Even a tiny gap between the water and the ground surface will render the water useless, eq you don't drown, sounds aren't muffled, etc.
 

invertMASA

L3: Member
Nov 9, 2013
103
1
Alrighty, Looks like I need to go over all my water with a fine comb and find the leak.

Thank you guys