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Old 05-25-2012, 06:57 AM   #16
episoder
 
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could you post the .vmt of the water you're using. i'm not familiar with l4d2. also i'm not sure if there's any special switches for l4d2 you should/could set to make it less a compile issue. your commandlines indicate quite a standard compile which should usually work. then... how's your ingame settings? shader level and such... and forced stuff... if any.
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Old 05-25-2012, 04:57 PM   #17
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Quote:
Originally Posted by ratinthehat86 View Post
The previous video I posted was using the func_water_analog entity. This is what my water looks like when my brush is nodraw on 5 sides and water texture on top.

http://www.youtube.com/watch?v=12S8z7yfefo
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Old 05-26-2012, 08:58 AM   #18
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I'm a little confused. Are you compiling in L4D2 and running the map in a different game?
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Old 05-26-2012, 12:50 PM   #19
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I'm using source engine 2009 for hl2dm
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Old 05-26-2012, 06:49 PM   #20
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Why does your compile log say Left 4 Dead 2?
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Old 05-27-2012, 08:46 AM   #21
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Quote:
Originally Posted by Punishment View Post
Just to clarify, your water isn't showing up, even though you have all of the following:
  • a water brush that uses the nodraw texture on five sides, and the water texture on top
  • an env_cubemap with the brush face set to the top face of your water brush
  • a water_lod_control
  • an env_fog_controller
  • a working light_environment, or other lights

Just want to make sure your circumstances are the same as the OP's.
I've tried using all those, possibly not at the same time.. also I wasn't sure how the env_fog_controller worked.

*edit* I've checked that I have everything there but some rough values for the settings for the entities would be handy, also thanks for the quick reply!

*2nd edit* So I went on with the rest of the map and now the water shows up but looks static monotone and the bullets go through and hit the metal underneath, wth.

Last edited by Jazzza_s: 05-27-2012 at 09:27 AM.
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Old 05-27-2012, 05:58 PM   #22
Punishment
 
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In L4D2, water will not show up unless you have a working env_fog_controller in your map. There should be instances with map entities, so in a pinch, you can use one of the fog controllers from there to get your water working.

@ratinthehat

The reason I've been asking what game you're testing your map in is because the Orange Box or Source version 2009 games use different water shaders than the L4D series (onward). If you're compiling in L4D2, and testing in HL2DM, then it's possible that HL2DM isn't rendering the L4D2 water shaders correctly.

Otherwise, as zombie@computer suggested, check and make sure that you don't have two expensive water brushes at two different heights.
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Old 05-28-2012, 08:10 AM   #23
Jazzza_s
 
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thanks for your help thus far.

turns out some of the textures that show up in the texture picker aren't actually there which is rather an anticlimax.

I have a new question if you'd be so kind, how can I take textures from other sources games and put them into my map? the ones in L4D2? I want almost crystal clear water and I don't think L4D2 has any that are suitable.

Besides I found this http://www.youtube.com/watch?v=-CouO4tqxrg and have already picked a texture I think would go well. the last one actually "wasteland002a"
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Old 05-28-2012, 09:42 AM   #24
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All you have to do is extract the .vmt and .vtf files from HL2's source materials .gcf using GCFScape and place them in the same exact root folders in your L4D2 directory. Alternately, you can put them in a custom folder, but you'll have to change the information in the .vmt file to match the new location.
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Old 05-31-2012, 04:05 AM   #25
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cheers thanks a bunch for your help
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