Water clipping?

Discussion in 'Mapping Questions & Discussion' started by GZS, Jun 21, 2008.

  1. GZS

    GZS L1: Registered

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    Greetings, I just started making maps as a hobby, to kill some time I guess. I've spent about 30 hours all together figuring out how to get stuff rolling and I can't find an answer via google or this site as to how to fix my current problem;


    I have a tunnel that runs under the middle of my level. There is a mote around the main portion of the level, and it ties into the center via a water filled tunnel. I would like the tunnel to be completely water filled, thus-how I have designed it.

    Now, my problem. I have the entire tunnel filled with water. I tied it to water_analog and have a cubemap tied to it. However, the water moves, and it appears that the "box" that I have it contained in is being clipped... so the lighting is all kinds of jacked up. It's hard to show with pictures, but I did take a few. Basically, the water moves, and the outlying texture is shown. I've changed the texture to see if it was just the standard texture messing with the lighting... but with any texture, I essentially get a "strobe" effect when I'm looking at the water.



    [​IMG]
    [​IMG]
    [​IMG]

    There are a few more I took, but you get the point. Can I remove the lighting from outlying textures and leave it with the water so that it doesn't clip, or how can I avoid this?

    Thanks.
     
  2. Spike

    Spike L10: Glamorous Member

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    You have to put the nodraw texture on the brush, and the water texture only on the surface.

    OH, and you don't have to tie to water entity the brush, do it only when you're using cheap water.
     
  3. GZS

    GZS L1: Registered

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    Err. I forgot to mention that. I did put the nodraw on the brush, how do I only put the water texture on the surface? I tried to upgroup it and apply it to the face, no dice. Let me research that a bit.

    Edit again,

    Perhaps I've already done that as well?


    Basically, I made the brush, I applied the nodraw texture. Then I clicked on the face edit sheet box. Selected the nature_water_movingplane texture and applied it via the face edit sheet box.
     
    Last edited: Jun 21, 2008
  4. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    It's recommended you use TF2 water, like 2fort water, because the other textures have realistic water ripples that don't look very good in TF2. Don't use the gray water textures like what appear on your screenshots, but instead use the colored waters. Like Spike said, only apply water to one surface of a nodraw brush, and if you have multiple waters connected, do it for each brush. If you have a underground tunnel in the shape of a "U", you can use 3 different brushes, or just 1 overlapping brush, like valve does in cp_well. Make sure the level of the water is the same at both ends, or you'll get some weird errors. also set the water texture size to something like 1x1 instead of .25x.25, and check for no leaks.

    do all that and you should be fine, good luck
    -bob
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    By surface they mean the top face of the brush..

    A cubemap isn't that important here as the only reflections would be off of the snipers scope really. It wouldn't be that that is causing this, atleast. It just looks like you're using the wrong texture.
     
  6. GZS

    GZS L1: Registered

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    I went through every water texture I could find, they all do this;

    I've made a short video, perhaps that will better assist you all in understand what I have and haven't done. I do appreciate all the help.

    It is 11.5 megs, my server is pretty fast for those that wish to download it.
    http://blindmellojello.mylha.com/water.wmv
     
  7. samn

    samn L4: Comfortable Member

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    The link gives a 404
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Seems to be restricted?
     
  9. GZS

    GZS L1: Registered

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    Sorry about that, I just fixed it.
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    It showed up purple for me, was kinda hard to make things out. Maybe i'm missing a codec..

    Anyway.. If you uploaded the vmf then i could look at that for you. Try adding water on each end of your moat in the meantime and see if that cleans it up.

    Also from the top toolbar; map > check for problems. See if that gives you anything and if you don't understand anything that comes up then let us know what comes up. It should be a list that will take you to any bugs or errors that are discovered pre-compile.
     
    Last edited: Jun 21, 2008
  11. GZS

    GZS L1: Registered

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    I'll upload it if you promise not to laugh. Deal?
     
  12. GZS

    GZS L1: Registered

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  13. YM

    aa YM LVL100 YM

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    lol, for posts only 2 minutes apart, use the edit button ;)

    Looks like this -> [​IMG]
     
  14. GZS

    GZS L1: Registered

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    Well, I added water to one of the sides of the mote and it works great? Weird.


    Getting a bit ahead of myself. Sorry about that.

    Only thing that comes up is that I don't have a spawn point, which I'm aware of.
     
    Last edited: Jun 21, 2008
  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Does that mean you've fixed your problem?

    Your vmf comes up in code.. I don't know how to use that to look at it in hammer.
     
  16. GZS

    GZS L1: Registered

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    No, problem still exists, except it's not all water, just the center.

    and "Right click, save as" on the link above to save it.
     
  17. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    It doesn't give me the option to "save as". It thinks it's a web page..
     
  18. GZS

    GZS L1: Registered

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    Viewed it in both IE and Firefox. Both give a save-as option. I dunno.
     
  19. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Well i'm not sure what else to say other than that you should be using these water textures. The ticks, not the crosses. (or atleast the TF2 versions of water, you'll want the stylistic water to keep in theme with the game style).

    [​IMG]

    etc.

    It looks like you used the grey ones.
     
  20. YM

    aa YM LVL100 YM

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    I read the VMF (yes I actually read it)
    And the texture is WATER/WATER_HYDRO_CHEAP so I doubt there is a problem there (but people have complained about a red line in the hydro water?)
    I suspect the problem lies in either the water_lod_control or the func_water_analog entities you've got. whilst I can't pick out a single problem from reading the VMF I'd suggest getting the water working without any entities (brush or point ents) just the water brush with nodraw and water tex on the top then if you really need the water to change level adding the entities back in.

    EDIT: Also, don't call your map castle2 (there is a map by vilepickle called cp_castleX [where X is a number] to avoid confusion your map should have a more unique name. You will actually get problems if you call it cp_castle2 since vile has already distributed a cp_castle2)