Whats with the water

UK_Karlos

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I have added some water to my level. the texture is sewer water exp.
I know how to setup the water eg. water on surface with nodraw on other sides ive added a water_lod_control and with the water brush i have linked an env_cubemap to the face. But when i compile my map and run the game the water looks as it does in hammer, with no surface reflection, no distortion underwater when u look up, no waves aswell. but it acts like water eg. wooden creates will float. I have tried turning the brush into a func_water_anolog but the same till happens. I got some help from a tutorial http://www.akilling.org/akg/ i did what they did but still the same happened. ive checked for leaks and other things that my be the cause but with no luck.
Can anyone help me................
 
i used to get that crap in my old maps, what i had to do was, just delete the water texture, and make a new one without nodraw on any of it. it worked for me after that.
 
I'm fairly certain that the water texture you used was not made to be a water texture if it acts as a solid brush in game.
Try another texture. You should always have the remaining 5 sides of the brush covered with nodraw if you are not using func_water_analog.
 
Limpet said:
I'm fairly certain that the water texture you used was not made to be a water texture if it acts as a solid brush in game.
Try another texture. You should always have the remaining 5 sides of the brush covered with nodraw if you are not using func_water_analog.

just out of curiosity, but do water brushes have to be 6-sided? if so, will adding a water brush, part of which sticks out into the void because of the shape of the space it fills, cause a leak or other problems?
 
I have always 'sealed' my water with NoDraw brushes on the other 5 sides. That's the safest option.
 
You can only have 1 height that the water can reside on, without errors anyway. Func_water_analg allows you to have all sides covered in water, but that's also that much more to render.
Also following Mess' suggestion is a good idea too, but not always practical.
 
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