Odd hammer problem. Tile = water.

morganimal

L1: Registered
Mar 14, 2008
11
0
I have my map laid out with the orange and grey texture, and now I want to texture it. But some of my textures have turned into water textures. Whenever I use tile/floor_tile_reflect in my map it treats it like water, I have found this problem on a few other textures as well. I reset the sdk content and the problem still exists. How can I flush these and replace them with the right textures?

(Under object property's I get Solid with 6 faces -> World Geometry and water are both checked.)D:
 

morganimal

L1: Registered
Mar 14, 2008
11
0
It could be the vmt, but the textures that are affected are the stock textures. I can't seem to find where valve puts these on the disk. :blushing:Otherwise I could edit them manually. Is there some kind of bulk reset I can do to get the stock textures back to stock?
 

morganimal

L1: Registered
Mar 14, 2008
11
0
Well I'll be...

"Water"
{

"$baseTexture" "tile/floor_tile_001b"
"%compilewater" 1
"%compileKeepLight" 1
"$abovewater" 1

// "$nofog" "1"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" ".2"
// "$reflecttint" "[.9 .9 .9]"

"$scale" "[1 1]"

// "$bumpmap" "dev/water_dudv"
"$normalmap" "tile/floor_tile_001b_normal"
:lol:
"$fogenable" 1
"$fogcolor" "{22 20 10}"
"$fogstart" 1.00
"$fogend" 2.00

"$surfaceprop" "concrete"
// "$bottommaterial" "dev/dev_waterbeneath2"
// "$bumpframe" "0"
"%keywords" "tf"
"Proxies"
{
"WaterLOD"
{
}
}

}

Somehow I had these textures in another map at one point. Now I know where to look, many thanks.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
My best guess is because it's a reflective texture. (So you can make it into func_reflectiveglass.)