Water surface Leak?

phantombadger

L2: Junior Member
Sep 20, 2008
56
1
I can see through my map from under the water in a tunnel in my map. does anyone know why and how to fix it?

 
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Exist

L6: Sharp Member
Oct 31, 2009
306
136
Make sure the texture on the top surface of the water is something like...

Mapname_water not mapname_water_direction

Basicially, make sure there is only 1 underscore in the name of the texture.

If this doesn't fix the error, post your compile log.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Another thing that can cause odd water is if you try to have water on two different planes/heights that aren't in entirely separate rooms.
 
Jan 20, 2010
1,317
902
Also check areaportals. An areaportal cannot intersect water. It needs to be cut in two where it hits the water's surface. (The two sections need to be two separate func_areaportal's as well)
 

phantombadger

L2: Junior Member
Sep 20, 2008
56
1
well its not a rouge nodraw, cuz just above the surface is a small hall, that I needed to build, like well, for the areaportal. the tunnels leads into a room underneath the exterior of the map and is closed with area portals. the water texture i am using is Water_well. I do have water on seperate heights and in seperate areas that arent linked by anything other than an areaportal seperation (they are in the same area). The tunnel is in the Outer area leading into a room, similar to Well, but the room the tunnel enters needs a areaportal to close the area, if not it leaks through the tunnel.


I guess leak for the title was a poor choice of words but it really is what happens, there. The effect is similar to a nodraw leak but there is no reason for it. the tunnel enters a room where there is a ceiling and is sectioned off in an area similar to the center CP of well. the room size is different and there are less areaportal brushes but the concept is very much similar to well. The water is outside and leads to inside.

I portaled off the entire tunnel and the subterranean exit now shows nothing but sky box. where as the base exit is still as it should be and the ramp exit has a similar leak.
pics included to show what I mean.

 
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phantombadger

L2: Junior Member
Sep 20, 2008
56
1
OK so I mixed things up and with func details. First I made the tunnels FD's and had the corners leak on all the water brushes. Tunnel is 32 edges, the brushes are square. so I move them back to brushes which brought me back to surface leaks. I then thought well maybe, if APs leak through func_details that APs ignore FD's so I made the water one big detail. it fixed the surface leak, BUT. eliminated the surface above detail in head on FOV. it shows up in the peripheral but not head on.

does anyone know of a workaround or fix for my new issue? if not im sure I will find a solution.