waterindices with no water?

Discussion in 'Mapping Questions & Discussion' started by phatal, Mar 22, 2008.

  1. phatal

    phatal L6: Sharp Member

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    Code:
     
    waterindices         23787/65536       47574/131072   (36.3%)
    
    How the heck do I have so many waterindices when I don't even have 1 drop of water in my entire map?? This is growing as well.
     
  2. Rogueleader

    Rogueleader L1: Registered

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    did you do a full compile? or did you stop it while it was doing portals (using task manager)?
     
  3. YM

    aa YM LVL100 YM

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    water doesnt come in drops in source, it comes in brushes, thats your problem ;) :p

    Turn on everything in your map using visgroups, then open the texture browser, hit "only used textures" and then scroll though that list if you see any water texture you've applied one by mistake.
     
  4. dirtyminuth

    dirtyminuth L5: Dapper Member

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    It's not the use of water textures. ctf_core uses no water and waterindicies is nearing 100%. I wonder if it's transparent textures that leads to this. It's stumped me since day one.
     
  5. phatal

    phatal L6: Sharp Member

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    Compile type doesn't seem to matter. I do both, but usually a full compile.

    It's really worrying me because I still have to mirror the base and that I'm sure will double the problem.
     
  6. phatal

    phatal L6: Sharp Member

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    Nah... I'm sure I don't have water textures used. Why would I use a water texture when I'm not using water. :p

    That wouldn't surprise me at all. If it is a texture it must be one I've used more and more from the beginning because it continues to grow more and more, but not nessacarily after each compile.

    I save usually after every major change in case of uncorrectable changes (due to time). I'll try going back to one near the beginning of time. I've accumalated 98 saves (not counting autosaves) over the last month. :D
     
  7. Vilepickle

    Vilepickle L7: Fancy Member

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    Waterindices are used when detail brushes touch structural brushes to smooth out their joining. They're related to T-junctions, as when you go over 100% you'll have too many T-junctions to fix up and it won't compile. Castle has about 99.6% waterindices, and I've gone over a lot :(
     
  8. phatal

    phatal L6: Sharp Member

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    Now how the hell did you figure that out? :D

    When you say touching do you mean edge to edge or one inside the other like overlapping? If you do mean edge to edge, does that mean moving a func_detail say 1 pixel away would improve that?
     
    Last edited: Mar 23, 2008