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#1 |
![]() Join Date: Dec 2005
Reputation: 0
Posts: 52
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Water texture suddenly changes
Hi guys,
Working on a new map de_floodway. If you haven't seen my last map de_paris, go take a look ... http://fpsbanana.com/maps/23339 I'm having a weird problem with some water in the map. As I tilt my head upwards, the surface texure of the water suddenly changes like so... ![]() to ![]() Any ideas what's going on? Had a hard time searching for stuff on the web about this one. Cheers! Pred |
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#2 |
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Guest
Posts: n/a
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Hmm.. sounds like a few causes could be at hand. Mainly, the game is adjusting what it thinks you can and can't see. I think it's culling the stuff on the other side of the water brush as you look up and outside of the building you are in. Probably built into the game to reduce frame rate issues.
I don't know how you can fix this, but maybe you can trick the game into fixing it for you. I don't have a map with your error so I can't test this idea... so give it a go. Try putting a space or something somewhere in your water. The space should allow you to see the floor under the water. Put it somewhere the player can't see it. The idea is that you are preventing a portal from forming on the other side of the water. This in turn might prevent the visual issue. Another idea might be to place a light inside of the water somewhere. This might force the game into thinking the player can always see under the water. As you see.. I am trying to think of some tricks for you. I hope they help. |
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#3 |
![]() Join Date: Dec 2005
Reputation: 0
Posts: 52
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Hmmm. If I had some water spilling out of a wall and into the void, could that cause problems? How about if I had two or more sides of a water brush textured with a water texture?
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#4 |
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Guest
Posts: n/a
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I just ran some tests and I can't recreate the problem you are having. It's as if your cubemap is at fault here... sort of. The water brush can spill out into the void and that's not an issue.
You're not supposed to have more than one horizontal plane of the brush textured with water. What other side of the brush did you texture with water? Everything is supposed to be nodraw except the surface. Then maybe delete and recreate your cubemap and tie it to the water surface. Maybe this will reset something. |
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#5 |
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Guest
Posts: n/a
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I wouldn't say its his cubemap, the waters doing the simple reduction thing ti does when your "too far away" do you have a water lod entity in your map? what are its settings?
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#6 |
![]() Join Date: Mar 2006
Reputation: 36
Posts: 1,715
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its changing it from hi def water to chep water. this is dependent on video settings so diffrent people will get difftent results.
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