Still having water Probs

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boodie7

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K I am including another pic which shows the "murky" water Imentioned in my other "Water Problems" thread. Before I only had patches of murky, but now all my water is murky. Here's the pic: if there are any questions regarding a more detailed explination please view my other thread on this page regarding "Problems with water" . Thanks
 

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Here's another picture that may show my water problem a little better. Any help in this matter would be greatly apreciated.
 

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AAAAAAAAAAAAAAAAAAAA My eyes.. thats not possible not possible! *crys*
 
woah, that cathedral looks crazy!

but, sorry, i don't know how to fix your probelem....
 
Do all those water brushes have the same texture?
 
A few things.

1. Make sure those brushes? Use the same texture on the top side and all other sides covered in nodraw (Correct? works for me)

2. When making changes to water, rebuild your cubemaps.
 
Guys, see also this thread (the original poster's first thread on the topic). It's a very strange problem indeed. I'm baffled.
 
Yes thank you Raven0. . .The water is how it appears in game. All water used is expensive. All sides are no_draw except for very top, as should be. Cubemaps have been set, one per brush and built in game. I do notice that sometimes the murkiness changes with the angle that I am viewing at: I can strafe say one of the pools and the clear refraction strafes over the murky with me. . .and vice versa in the opposite direction. I guess I'm about to just go ahead and use cheap water and see what the difference is. I just can't trouboleshoot this anymore. . .sigh.
 
Thanks for the further suggestions. I have remade, replaced and manipulated all of my water brushes. I still have yet to just apply the cheap water texture, but will post my results once that has happend.
When you say post my map file, are you asking for the .bsp? I'm not sure if I can post something over 100kb, but if I can and it will help I shall. There is still much to do in that map, mostly optimizing. However if it's going to be viewed to simply analyze the water issue. . .I suppose if I could get a video file small enough I could supply that too.

* Alrighy then. I just made a 5 sec video illustrating my "strafe view" description. However the vid file is 6.5 mb. So if there is a way I can upload that or some how show it on this page please let me know. Thanks
 
I think he meant the .vmf so he could look at it and see if he could figure out what the problem was. As far as to where to host it, try http://www.filefront.com and post the url of your file here.
 
Alrighty then. So I can see from the lack of downloads of my video that interest has been lost in this problem. Well, before all is lost I am including another screenshot which illustrates the problem better than the other pics and confuses me even more. For a short itme I had run into the problem of the map compiling but not running: crashes at runtime with the ref. mem error that everyone seems to attribute to issues with physical ram. I still contend, as I did with a prior map that I had this same problem that that is not always the case and further investigatins are neccessary. As with this map (cathedral) and my previous map (football) it seems I came close to, if not breeched some size limits. It's hard to explain, but whenever I got this error I could go back into hammer and remove a few brushes and/or models and sometimes I could get the map to run. This time, that little trick didn't work. So I diminished the number of detail entities and repositioned the entire map: I aligned it or rather trisected it with 3 brownish/red lines you see on the grid. I also brought most of the map up above the horizontal blue line also seen on the grid. I think I read somewhere before that these lines had something to do with dividing the portals up. . .so seeing how to many leafs was one of my problems this was now remedied. To my surprise this also fixed my ref. mem error at runtime. So one might think the two are interelated, especially after I moved the entire map again just one centimeter and I got the ref. mem. error again.
Anyway, any clearification on the brownish/red lines and blue lines on the grid really work would be great. Also, if anyone knows why I am so dangerously close to not being able to run if I just move or change a few things. . .because I really can't add anymore to this and another map for fear of tremendously long compile times only to not work at runtime.
So here is another picture which I think not only illustrates my water problem, but also shows exactly where I bisected the map with the blue horizontal line: there is a definative "cut" seen in the water where the line actually is in the editor. I have since gone to the super cheap water and the problem is gone. . .but at the price of ugly water). I would still ike to add much more to this and other maps with similar problems so any help on the additional problem would be greatly apreciated. Thanks
 

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A copy of the BSP (and, preferably, VMF) would be splendid.
 
k here's the thing: I had just gone back to do a normal vis and ended up stopping it 10 hrs later (still have yet to do a normal vis), uncompleted. I then, like the boob I am, copied my latest back up of sdk files back into the source_sdk cs folder. . .which coppied over the latest version of the vmf (and others) I had. Taking in consideration my last post, I have yet to make adjustments to my other backup to get it to run again. However, I do have the 2nd to last version of the .bsp that I will put up. I guess I could put the .vmf on there too, but it's a few compiles behind the current .bsp now, but it does include my last attempt at using slighlty better than cheap water (still not the pretty).
So, I'll go ahead and put the files up:

http://files.filefront.com/cathedralbsp/;4151288;;/fileinfo.html

Please keep in mind that the .vmf does not run if compiled as is and is missing a few changes found in the .bsp (mainly the water but a few structurel and model changes).

Thanks for your assistance.
 
ah redo ur water all the same texture if u make the water underneath then use the white coloured water on the textured effects screen.

When u make surface water or have a brush that extends to the bottom of the water or ajoining it paint the whole brush with a blue water texture that is surface water.

last thing put a entity env_cubemap and dont touch the proities put this withen your map this might sort out your problem but from wot it looks form ur screen shot u have used water that is not the surface water.

Retxture all your water brushs- all faces with the first blue water texture that comes up when u type water in filter witch is dev/dev_water2 this should sort your problem out
 
Thanks for your input smallwood. please refer to earlier posts on this thread, as well as myprevious thread, and maybe even download the little video I left a link for. All the things you mention, from the way I interrupted what you said, have been covered. The problem is not in how I make the water, but I still apreciate your input.

Also impotant to note, by the way my last screenie looks, it seems to portray several brushes in one area, when in fact the entire underground tunnel system is only three brushes. . .one of which can be seen in that screenie.

* and sry raven. not sure if you wer able to navigate to the vmf from the above link. If not here is it's direct:

http://files.filefront.com/cathedralvmf/;4151299;;/fileinfo.html
 
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