View Full Version : Water Trouble
The water in my map isn't rendering properly. It won't be visible when you're outside of it but it still functions as water when you go into it. Even stranger is that sometimes parts of the object that contains the water will disappear when you're inside the water. I exhausted all possibilities what this could be.
For more explanation, I'm trying to create a toyfort-styled map where the players are in a giant bathroom with the object of the game to bring intel into the giant toilet. This toilet is the issue at hand.
I got a skybox with the light_environment. I tried making a water controller and cubemaps (shouldn't matter anyway as i have DirectX 9). I searched all over the map for leaks and made sure the enclosing box is not func_detail. The point map is just a red line in the middle of space, pointing to nothing.
I really am quite baffled as I tried every tutorial i could find about it.
Youme
08-25-2008, 11:03 PM
You probably have a leak, if you do, load the pointfile using maps>loadpointfile then follow the red line and plug the gap it goes though. If you haven't got a leak, you probably haven't compiled vvis, make sure you have, water doesn't work without it.
grazr
08-25-2008, 11:04 PM
This could alternatively be the use of an invalid water texture. When in hammer make sure the water can be viewed from both above and below the face assigned the water texture and this should let you know it is a viable water material.
bob+M|M+
08-25-2008, 11:58 PM
The point map is just a red line in the middle of space, pointing to nothing.
If you have a red line anywhere, then it is certainly a type of leak. It sounds like you have an entity that has an origin outside of the world. Move the origin back inside the world (or right click the entity and select center origin) and you should be all good.
If you have a red line anywhere, then it is certainly a type of leak. It sounds like you have an entity that has an origin outside of the world. Move the origin back inside the world (or right click the entity and select center origin) and you should be all good.
This is what it will be if you copy and pasted anything from a decompiled map. Go Map>Entity Report and just go down the list until you see something appear at either end of the red line. Move the origin back in to the playable area and it should work.
FaTony
08-26-2008, 05:36 AM
And remember: Red line is always pointing to something.
VelvetFistIronGlove
08-26-2008, 09:14 AM
Not always, FaTony; or at least, sometimes you can't see what it's pointing to. You can have brush entities where the origin is outside the map, but the brushes are inside the map; that will cause a leak, but the red line will stop apparently in the middle of nowhere. See http://forums.tf2maps.net/showthread.php?t=1937 and http://forums.tf2maps.net/showthread.php?t=1950 for example.
GarbageMan
08-26-2008, 10:11 AM
one big step towards the solution would be that you tell us what the name of the water material is that you're using.
I'm having a water related issue also. The water renders and works fine, except the very top surface edges are very thin yellowish, as if you're seeing the nodraw texture reflected or something. It's where the water meets the wall. There are no leaks, so I'm wondering if this is a cubemap issue.
Inexistence
08-26-2008, 11:35 AM
I'm having a water related issue also. The water renders and works fine, except the very top surface edges are very thin yellowish, as if you're seeing the nodraw texture reflected or something. It's where the water meets the wall. There are no leaks, so I'm wondering if this is a cubemap issue.
I have the exact same problem, but also I have water going up a slope, and if viewed from a certain angle, you seem to be able to see through the surrounding walls, as if they have nodraw around them. It's difficult to explain, but really doesn't help my problem. Does anyone have the solution to this?
VelvetFistIronGlove
08-26-2008, 02:10 PM
You can't have water going up a slope -- it has to be flat. See http://developer.valvesoftware.com/wiki/Adding_Water for a discussion on what you can and can't do with water.
You can make a texture that looks somewhat like water and can be on any angle though: one example is here: http://developer.valvesoftware.com/wiki/Creating_a_Waterfall_Material
the water I'm using is completely flat... any ideas on my problem?
I found the problem with all of your help. Thanks a lot! It turned out my spawn door's origin was out in space. The problem got fixed when I created a skybox surrounding the Bathroom box rather than use the ceiling as a skybox (which i did as a place holder until i designed the lighting scheme).
Now I've run into another problem. First, the water is brown. Secondly, when I'm submerged in the water, parts of the water's containing brush disappears and leaves glitchy holes that create a visual similar to looking out into empty space.
The water is cheap canal water 001. I forget the exact name >.o
You are using water from HL2. You need to use TF2 water textures.
Try the expensive 2fort water texture, and make sure that all sides except the top one are nodraw.
VelvetFistIronGlove
08-26-2008, 09:13 PM
I found the problem with all of your help. Thanks a lot! It turned out my spawn door's origin was out in space. The problem got fixed when I created a skybox surrounding the Bathroom box rather than use the ceiling as a skybox
If the door's origin is out in space, you can fix that by selecting the func_door, and choosing Tools, Center Origins, which will put it in the center of the brush.
If the door's origin is out in space, you can fix that by selecting the func_door, and choosing Tools, Center Origins, which will put it in the center of the brush.
Okay, thank you!
You are using water from HL2. You need to use TF2 water textures.
Try the expensive 2fort water texture, and make sure that all sides except the top one are nodraw.
Oh, I see. Any recommendations for a cheap water texture? I like to stay on the efficient side.
FaTony
08-27-2008, 12:41 AM
Not always, FaTony; or at least, sometimes you can't see what it's pointing to. You can have brush entities where the origin is outside the map, but the brushes are inside the map; that will cause a leak, but the red line will stop apparently in the middle of nowhere. See http://forums.tf2maps.net/showthread.php?t=1937 and http://forums.tf2maps.net/showthread.php?t=1950 for example.
Red line is always pointing to something. In your case it's pointing on the entity origin! Stop saying that I'm wrong.
If you're using a large amount of water it is much better to use expensive textures.
If it's just a puddle, use cheap.
If the expensive water slows peoples systems down they can easily change the water settings in their options menu.
Remember to make the X and Y scale of the water texture '1', it will make it look much better.
Red line is always pointing to something. In your case it's pointing on the entity origin! Stop saying that I'm wrong.
No, you're wrong :P
I used 2fort water. It works well, but parts of the containing the water disappear when i look through them
Youme
08-27-2008, 10:23 PM
No, you're wrong :P
Hes not you know, be caureful with him, hes a sensetive soul.
Immortal-D
08-27-2008, 11:20 PM
I used 2fort water. It works well, but parts of the containing the water disappear when i look through them
I'm having a similar issue w/ my water holder. Various parts inside the brush are see-through ingame. I'm pretty sure it has to do w/ lighting, or lack there of. Add a few lights and compile w/ vrad, see what happens.
I'm having a similar issue w/ my water holder. Various parts inside the brush are see-through ingame. I'm pretty sure it has to do w/ lighting, or lack there of. Add a few lights and compile w/ vrad, see what happens.
I just found why parts of the container disappear. I did some experiments and found that the water will produce that effect if a side of the water is not touching the container. It's okay if the water overlaps the container a little, but if a part of it doesn't touch the container, then it will render incorrectly. So, you can fix the problem by locating what side isn't touching the container and then stretch the water a smidge to that direction.
subignition
08-30-2008, 04:24 AM
I'm having almost exactly this problem. Can't get water to render, have no idea why. Just stretched myself out a decently sized map to learn the basics in and boom.
http://dl.getdropbox.com/u/45893/Maps/hugemap.vmf
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