waterindices nearly full

Discussion in 'Mapping Questions & Discussion' started by eerieone, Oct 2, 2008.

  1. eerieone

    aa eerieone

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    "waterindices 64011/65536 128022/131072 (97.7%) VERY FULL!"

    thats the log i receive once my map is compiled

    digging through forums, i couldn´t find a sufficient answer what exactly i can do to decrease that number

    the amount of water didn´t change since i started mapping, but the number grows with the size of the map

    plz share your wisdom
     
  2. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    I was having the exact same problem, and still am. Though it doesn't seem to impact performance, it is rather annoying. The only variable I found is that when compiling w/out func_detail, waterindices drops to 20%. I would say don't fret about it. I have a suspicion that it's just a bug, and not an actual reflection of the water's draw on resources.
     
  3. Earl

    Earl L6: Sharp Member

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    Waterindices have nothing to do with water.

    It's hard to say what exactly causes them, but they are related to intersections of func_details.

    Some situations that will cause waterindices, (from my past experimentation):

    Overlapping brushes that have coplanar faces. (creates a shimmering effect-- probably where the "water" in the name comes from).

    Rotating a func_detail that was made on grid.

    Having 2 func_detail faces brushes meet at a non-right angle.
     
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  4. eerieone

    aa eerieone

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    i rotated a lot of my brushes and made them func_detail, does that mean i have to do them again, w/o rotating?
    if yes, will it do the trick moving them to world, and them converting them back to func_detail?

    thx so far, asking here is more effective than google, by far
     
  5. MrAlBobo

    MrAlBobo L13: Stunning Member

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    what ive heard is that waterindices for the most part have to do with "evening out" the areas where world geometry meets func_details
    not really much you can do about it...other then making some models for your details, or simply being less detailed...

    bear in mind this is mostly me repeating something I remember from a few months ago...so...I can't vouch for it being completely right

    EDIT: found it ;)
     
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    Last edited: Oct 2, 2008
  6. FaTony

    FaTony Banned

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    I always thought that wi are reflective surfaces.
     
  7. Altaco

    Altaco L7: Fancy Member

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    No, they probably just used a bsp chunk that was once used for something water-related for func_detail stuff and didn't rename it.
     
  8. Earl

    Earl L6: Sharp Member

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    I'm betting rotating some func_details is whats causing your waterindices. If you need to rotate something to an arbitrary angle, make it a prop. Converting it to world and back wont help, its just a function of geometry.


    I am also thinking of writing an article about waterindices, based on my experiments. I've noticed that there is almost no information on the internet about them.
     
  9. eerieone

    aa eerieone

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    went over my map a bit, but the only thing that made a big 6% difference was a nice structure made of func_detail, none of them were intersecting, or crossing in an arbitrary angle

    i´ll try out if it makes a differece if i select a group of brushes and make them all together func_detail or every single one for itself a seperate func_detail

    edit: no change doing that :|

    update: converted some detail to func_lod, which proves quite effective

    atm i´m down to 83% waterindices, which gives me some wiggle-room, but still not enough
     
    Last edited: Oct 3, 2008
  10. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Thanks for the info MrAlBobo :) That would certainly explain a lot in my map, lol. Unfortunately, I can't even use the func_lod. Most of my detail brushes are part of the main geometry, and need to be visible from a distance. Right now I'm in the process of taking the big items and turning them back into normal brushes, then seeing how much the visibility/performance gets hit.
     
  11. eerieone

    aa eerieone

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    thanks to func_lod, i got my waterindices down to 50% without any effort, e.g. turning all the former func_detail inside rooms into lods, or anything around a corner into lods and selecting the distance so, that you see everything important, once you took that corner

    each day sth new to learn :D