Water issues, once again..

$harp$hoota

L1: Registered
Jun 12, 2009
7
0
I'm currently making a map which uses water in some areas, but as expected, there's an issue. I've got two rooms with water pits, both with cubemaps. The one water pit is clear and I can see the textures under the water when I'm on ground, and I can see the outside world while I'm in the water. However, the other pit of water seems to have a dark blue texture, and I can't see under the water. When I'm in the water I can't seem to see out of it either. Am I doing something wrong?
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
-stop trolling-
 
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$harp$hoota

L1: Registered
Jun 12, 2009
7
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nothing wrong with achievement maps xD, I'm doing it to learn mapping. But there's no leak in the map, and both have the same textures
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
nothing wrong with achievement maps xD...

-keep trolling and you'll end up taking a break from the site-
 
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$harp$hoota

L1: Registered
Jun 12, 2009
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Lies, they appear in the list of horrible maps you should be ashamed to have made, along with surf maps and orange maps.

lol, take a look at mine, it's not just achievements lol. SUDDEN DEATH SOCCER FTW. But yeah, it's just a learning experience and it's not a half-butt effort lol.

Btw, I've got no draw on 5 out of 6 sides of the texture. I hate water...
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
lol, take a look at mine, it's not just achievements lol. SUDDEN DEATH SOCCER FTW. But yeah, it's just a learning experience and it's not a half-butt effort lol.

Btw, I've got no draw on 5 out of 6 sides of the texture. I hate water...


-trolling-
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
You can't have two separate expensive waters on separate planes visible at the same time.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
-more trolling-
 
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Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Lay off the insults, Artesia. Sharpshoota is not asking for opinions on the type of map he's making, but rather a specific and quite valid mapping issue he's having. Deriding his map won't help him improve, but if you actually try to provide some constructive support for his problem, you may one day see him make something beyond achievement maps.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
alright, constructive criticism.

You'll progress in mapping far faster if you try an actual gameplay map. I'd suggest 5 point CP map. All achievement maps will teach you, is how to make brushes, add water, add player starts... The hard part about mapping isn't knowing how to do something, its knowing what to do. Making a balanced map is harder than just knowing how to use func_detail.

So, that said, how is making an achievement map going to teach you the ins and outs of mapping? It won't. It will teach you how to use basic functions of hammer, beyond that is wishful thinking.

You say you have other map ideas. Why can't you start them? make an intel room for a ctf map, don't worry about the rest of the map. Make a center CP for a cp map, don't worry about the others. These were all contests in the past and will help you far greater than making a map to help people cheat at the game and grow their achievement egos. Just because your map idea (probably) has lots of detail, doesn't mean its meant to start out that way, most maps start out as rough dev textured blocks, and progress from there. So saying achievement maps are the only thing you're capable of is suspect.

Achievement maps are one of the many plagues of TF2, which compromise what the devs have in mind for the game. Therefore I can't justly support them.

Edit: On the topic of water, perhaps making them on the same plane (same water level). Or blocking one another from vis. Or the easiest and quickest, use cheap water.
 
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$harp$hoota

L1: Registered
Jun 12, 2009
7
0
Thank you for being helpful now xD lol

I was making the map more to learn CP, Payload, and CTF map layouts plus, how to use triggers and such. There's quite a few problems to solve for these stupid achievements so it just gets me thinking and comfortable with entities in hammer.


Both water pits are in seperate rooms, out of sight from each other, and both are on the same level, at least I'm pretty sure.

And as cheap water goes, which cheap water texture do you recommend?
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
what water texture are you using now? try the cheap version... on the line of site issue... are you sure they aren't visible to each other in VIS... you could check by loading in game, and typing the wireframe cheat (mat_wireframe I think) and see if you can see the wireframe of one water pool, while standing at the other. if you can, you need to do some optimizing (hints, world brushes, etc) to block vis from one another. If you can't, I haven't the foggiest I'm afraid.