'Water' issues.

rjackson

L1: Registered
Aug 15, 2009
10
0
Hey again,

Quick problem I'm having...

I'm wanting to create a 'spill', I have a displacement map of water underneath the floor of my room, I've raised the geometry where I want the spill to show. Now here's the issue: In game, the water doesn't seem to render. If I noclip into this room, the water only renders at certain angles.

How would I solve this problem?

Pics attached:
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
Did you actually make the water brush a displacement? If so, that's not gonna work at all.

Water brushes are usually just normal world brushes with nodraw on all sides except for the top which usually has a water texture.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
the only way I could think of you making a spill is displacing the floor and putting the water into that.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, i think you'll have to compromise with an overlay here.

You could probably pull something fancy off, like lowering the floor of the prop-room by 16-32 units. So that you can fill it with the shallow spillage using actual water (ie func_water_analogue).

Displacing the ground for a puddle would be.. over zealous, for this scenario.
 

re1wind

aa
Aug 12, 2009
644
588
Water doesn't have to be horizontal you know. It renders fine up to 30° slopes. Yes, water, not the analogue. Make several small water pyramids, height 1 or 1 inches, and then use the cut tool as much as you want to create the shape you want.

Overlay is much easier & simpler though.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
Water doesn't have to be horizontal you know. It renders fine up to 30° slopes. Yes, water, not the analogue. Make several small water pyramids, height 1 or 1 inches, and then use the cut tool as much as you want to create the shape you want.

Overlay is much easier & simpler though.

From the sounds of your description it would also be more expensive than an overlay
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Water doesn't have to be horizontal you know. It renders fine up to 30° slopes. Yes, water, not the analogue.

VDC: Adding Water said:
To make it perform efficiently, water also has a collection of rules regarding its placement and usage inside of a map. [...] The water's surface should never slope in the Z-axis; it should always be parallel to the horizon line in a map.

Maybe all of the hinted bugs are ones you don't notice unless you can get down into the water?