Wierd Water (Not Cubemaps)

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
I chose the texture "hydro_cheap" Because it's the only clear water, and people were complaining about the old water not being clear.

This is what it looks like ingame:

35335268.jpg


There's no ripples, it just turns out see through with some lines going across it. I copied the Texture scale and everything from hydro so what can it be?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
If you've got more than one water level in the same PVS (potential visibility set) then you're going to get problems with water. Also if the lines are big and reddish in colour, move your map away from the centre of the hammer grid, its caused by the central X and Y axis - dont ask me why, its just wierd.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Are you positive it's not a cubemap issue? Cheap water (like hydro's) has its visuals based entirely on warping the cubemap reflection. So if they aren't working properly you'll just get the flat base texture.
 

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
I'm using the plain 2fort water texture. It looks like this in-game:

water.jpg


I want it to be more clear, so that you can see players in the water.
 

clownfish

L1: Registered
Sep 24, 2008
16
2
Though it doesnt help your hydro water texture issue but you could try and use a water from HL2, Just mess with the texture scale to make it more fitting in tf2
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Maybe it's because the water is cheap? I dont know if that affects it much but I think cheap water is to save memory usage or something and "expensive" water fades to cheap, I may be talking a load of crap here though.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Yeah, try expensive water. No reason to use cheap if people are going to be swimming in it.
 

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
Yeah, try expensive water. No reason to use cheap if people are going to be swimming in it.

Normal Water:
water.jpg


Expensive Water:
watere.jpg


One's more reflective than the other, but you still can't see through it because it fades to a dark green colour.

Edit:

Ok I used a CSS/HL2 texture which looks nice and clear from this spot:
watertop.jpg


But Here's the problem:
waterproblem.jpg
 
Last edited:

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
I think they meant use Hydro Expensive water... Not 2 Fort. Lol
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Ohh dang... Hmmm, well looks like someone needs ot make a Hydro Expensive then! :p
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
The thing is you need to make a water texture with a custom fade value to fog.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
do you have a water_lod_control or soemthing like that. I think you can alter the fade distance. On compile it usually adds a default one.