Water Reflection Problems

Discussion in 'Mapping Questions & Discussion' started by invertMASA, Sep 6, 2015.

  1. invertMASA

    invertMASA L3: Member

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    Having some problems with my reflections in my map. I will attach a photo to show you guys what I am talking about.

    I have cubemaps over the water locations as well, and they are linked to the water.

    [​IMG]

    I have tried everything on the wiki site as well. So building cubemaps and what not.

    But I still get this...Any ideas? I cant think of anything else.
     
  2. henke37

    aa henke37

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    You did reenable speculars after building the cubemap, right?
     
  3. invertMASA

    invertMASA L3: Member

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  4. Lampenpam

    aa Lampenpam

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    did you set up a water_lod?
     
  5. invertMASA

    invertMASA L3: Member

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  6. Moonrat

    aa Moonrat The end of an era

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    Load up a pointfile, might be a leak
     
  7. invertMASA

    invertMASA L3: Member

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    Nope, No leak
     
  8. gastrop0d

    gastrop0d L3: Member

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    Could it be the water material itself is a cheap non-reflective one?
     
  9. invertMASA

    invertMASA L3: Member

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    Its at 0:52 secs. water_ati [
     
  10. YM

    aa YM LVL100 YM

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    Firstly:
    That texture isn't in TF2, dunno where you got it but that probably explains something (also a texture labeled _ati prooooobably doesn't work on all hardware, so it's a test texture I'm guessing) Try using an actual TF2 texture like water/water_2fort_expensive and report back.
     
  11. invertMASA

    invertMASA L3: Member

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    Same thing....
     
  12. Bunbun

    aa Bunbun Gay sex slave

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    Try copy and pasting the water from 2fort, that works for me.
     
    • Thanks Thanks x 1
  13. invertMASA

    invertMASA L3: Member

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    Thank you, That worked!
     
  14. Turnip

    aa Turnip The 80s Vegetable

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    Yes but now how does he make his own?
     
  15. Bunbun

    aa Bunbun Gay sex slave

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    I don't see how that affects anything?
     
  16. Lampenpam

    aa Lampenpam

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    I just remembered I once had the same problem by accidently placing a func_viscluster which was going through a water brush, which is just as invalid as placing a func_area_portal beneath and above water