Water is not rendered

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
Hey guys,

i've got a problem (again :rolleyes:). I'm making a small tunnel of displacements and a small part of the ground should be filled with water.

The problem is, that i can hear the water sounds while walking over it and the splashes which are created by shooting at it are visible, but the water itself is invisible.





Thanks in advance!

Nim
 
Last edited:

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Are you running VVIS at all when compiling?

Also are you sure you're using a working water texture?
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Try other water textures and make sure only top face have water texture on it.
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
I tried it with water_2fort, doublecross, hydro and well, or short: All water textures of TF2
 

Da sapoik dude

L1: Registered
Nov 21, 2009
10
3
Tie the water brush to a func_water_analog entity

Let us know if it does not work.
 
Last edited:

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Thanks, that fixed it!

If that looks good, go for it, but I think it's addressing the symptom rather than the cause.

In TF2, there are two kinds of water. "Expensive" (like in 2fort) where you have ripples and refraction. Then there's "cheap" water, which has no ripples and is "flatter". By using func_water_analog, you're forcing it into cheap-mode.

Due to some engine limitations, you cannot have two bodies of expensive water that (A) have different surface-heights (B) can be seen at the same time from a spot in your map.

Make sure all your water has the same surface height, or ensure that your map (may require using hint brushes) is set up so that nobody can see both of them at once.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Post the compile log when it isn't water_analog.