water with different elevations

WAR_Nuker

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ok so i want to make a single body of water that is made of several different brushes but im gettin some glitches. http://xsilentsniperx16.tripod . com/id2.html the last 5 pics show you what i mean. i made a body of water that is elevated high in some spots and low in others. i know it doesnt make sense in realistic terms but i still want it to be that way. the problem is depending on where you are in the water, particularly where the two water brushes meet, you can see through the walls past it and when you pass the brush it looks normal. the third from the last pic shows you what i mean. the water actually goes way farther up. its sort of hard to explain. also, depending on the pitch you use to look at it, the water looks like it is changing colors. how do i make this a single body of water without it splitting up and looking odd like it does.
 
The engine doesn't support more than one elevation of water in the same PVS.
 
understood....but i did find a loophole. i selected all the brushes and turned them into func_water_analog and that fixed the problem i was having with the brushes being seemingly split up. however, the reflections were all screwed up. so, i just applied a water texture that doesnt use reflections (one of the 'dx7' water textures) and it doesnt look half bad. thats as good as it gets i suppose. thanks anyways.

edit: one more question, is there a way to manually apply a tint (or possibly a fog) to the water to make it more convincing? right now entering the water it doesnt even look like you are in water aside from the floating.
 
Well, given that you've already made it an entity, just turn off SmartEdit and add a key "rendercolor" with a value "r g b" (where r, g, and b are values for red, green, and blue, clamped to 0-255).
 
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