3d Skybox water lighting

Zacmonkey

L1: Registered
Jul 24, 2015
6
0
I've made a fairly basic koth map that's an oil rig surrounded with water. I'm trying to get the water to stretch far enough so that it minimises the amount of the skybox underneath where the texture stops that you can see. And also have water that bodies float in when you happen to fall off the rig and a trigger_hurt kills you. So i tried having the skybox water not intrude on the inside of the map water but each have different reflections. Also if I make the skybox's water go through the stage and put water underneath that it still happens.

I was wondering if prompting the invisible water glitch for only the non-3d skybox water would create consistent lighting. Although I'm quite sceptic about that, so I would appreciate any solutions anyone can offer.

Image of the aforementioned 'water in both the skybox and map' tactic: http://images.akamai.steamuserconte...120/375A53D2EE7EFA67112CFC11586791450E14A9EE/
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
In order to fix these annoying seams you'll need to assign the same cubemap to the skybox water as you did with the water in the map.

Also, toy around with the env_fog entity for fog control. It makes sure you don't have to make a ginormous body of water that stretches for miles.
 

Zacmonkey

L1: Registered
Jul 24, 2015
6
0
I'll try that out, after all this map was mainly a learning experience for me.
 

Zacmonkey

L1: Registered
Jul 24, 2015
6
0
It didn't really work.
This is the result I got:
http://images.akamai.steamuserconte...877/A4B286B0EBC4CB6A60C1B27BDD09A7051A504E78/

Also the fog only applies to objects so I can't figure out a way to make it somewhat seamless.

*Edit* I managed to fix this problem by adding a water_lod_control which for some reason I didn't already make. But when viewing from underneath the water the surface of the water in the skybox does not have a water fog effect.
From the top: http://images.akamai.steamuserconte...646/EE604D4AD54F122EC644223F8430C85AD2D41DA8/
 
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