Odd hammer problem. Tile = water.

Discussion in 'Mapping Questions & Discussion' started by morganimal, Jun 14, 2008.

  1. morganimal

    morganimal L1: Registered

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    I have my map laid out with the orange and grey texture, and now I want to texture it. But some of my textures have turned into water textures. Whenever I use tile/floor_tile_reflect in my map it treats it like water, I have found this problem on a few other textures as well. I reset the sdk content and the problem still exists. How can I flush these and replace them with the right textures?

    (Under object property's I get Solid with 6 faces -> World Geometry and water are both checked.)D:
     
  2. Lord Ned

    Lord Ned L7: Fancy Member

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    Sure it's not the VMT? Post the VMT Of tile/floor_tile_reflect.
     
  3. morganimal

    morganimal L1: Registered

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    It could be the vmt, but the textures that are affected are the stock textures. I can't seem to find where valve puts these on the disk. :blushing:Otherwise I could edit them manually. Is there some kind of bulk reset I can do to get the stock textures back to stock?
     
  4. Lord Ned

    Lord Ned L7: Fancy Member

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    Open the GCF with GCFscape.
     
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  5. morganimal

    morganimal L1: Registered

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    Well I'll be...

    "Water"
    {

    "$baseTexture" "tile/floor_tile_001b"
    "%compilewater" 1
    "%compileKeepLight" 1
    "$abovewater" 1

    // "$nofog" "1"
    "$reflecttexture" "_rt_WaterReflection"
    "$reflectamount" ".2"
    // "$reflecttint" "[.9 .9 .9]"

    "$scale" "[1 1]"

    // "$bumpmap" "dev/water_dudv"
    "$normalmap" "tile/floor_tile_001b_normal"
    :lol:
    "$fogenable" 1
    "$fogcolor" "{22 20 10}"
    "$fogstart" 1.00
    "$fogend" 2.00

    "$surfaceprop" "concrete"
    // "$bottommaterial" "dev/dev_waterbeneath2"
    // "$bumpframe" "0"
    "%keywords" "tf"
    "Proxies"
    {
    "WaterLOD"
    {
    }
    }

    }

    Somehow I had these textures in another map at one point. Now I know where to look, many thanks.
     
  6. Snipergen

    Snipergen L13: Stunning Member

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    Everything in that vmt says it's supposed to behave like water o_O
     
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  7. Géza!

    Géza! L4: Comfortable Member

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    My best guess is because it's a reflective texture. (So you can make it into func_reflectiveglass.)