Editing and Customization > Modding Help
Water Woes
teekay2010:
I've done quite a bit of searching, but I can't seem to get water to work in my map.
I've made water and it works fine in hl2 maps, but for some reason I can't get water to work properly in this current map.
Are there any sort of caveats for making water work properly in GE:S? I've tried things like adding a skybox and doing some things I've read up about, but I just can't seem to get it to work.
I make a nodraw textured brush and change the surface (top) texture to one of the dev water textures that work in hl2. I've also added a single LOD control. The room the water is in is fully enclosed (duh), with custom textures. It's not excessively detailed or big.
The only issue with my map when I check for errors is that I don't have enough player spawn points. For whatever reason, without a skybox I get a HOM effect, and with a skybox... I just basically get a skybox portal where the water should be. Interestingly, underwater looking outward works perfectly.
Are there any specific water textures I should try? At this point, even though it's a very small pool of water (like 4x the size of a typical bathtub), I would be willing to go with cheap water instead of expensive.
Thanks!
Jonathon [SSL]:
- Quadruple check to make sure your map is leak-free (map>load pointfile, check if a red line appears, check the compile log).
- Make sure your water is a plain world geometry brush not assigned to any sort of brush entity like func_detail.
- Make sure your water is a 6-sided cube.
Those are really the only things that can cause this effect, in my early days of mapping I had the same problem and fixed it by plugging leaks.
major:
Yeah a single leak will cause water to just not show up. Had that issue with Dam along time ago.
Doc.NO:
--- Quote from: Jonathon [SSL] on July 28, 2010, 01:38:46 am ---fun_detail
--- End quote ---
Best entity valve ever created so far :P Doubles map's fun for each entity placed?
Entropy-Soldier:
No, it makes the fun more appealing to look at.
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