Water

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Postby -<Crazymapper>- on Thu Aug 17, 2006 10:38 am

can brushes be placed in the water brush? I used this in my map and after I compiled it my water surface shows the void, but i'm pretty sure i've cealed this area, it's not a leak... so can this be affected by placing brushes inside the water brush?
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Postby Firefoxx on Sat Aug 19, 2006 1:33 pm

The top surface of my water isn't showing. What do i do about putting water on top of displacement surfaces?
EDIT: Fixed, i'm a dumass...
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Postby Pig Popper on Mon Oct 30, 2006 2:05 pm

Hello, could someone tell me if its possible to have a water tunnel? or where i may be going wrong.
This is what i got so far, no sign of leaks yet. :o
Image
The top well is fine, however when i attempt to enter the second further down i notice it is Black and blocked me. any ideas? Ta
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Postby Garrador on Mon Oct 30, 2006 2:14 pm

thats because its a nodraw texture there. That is solid.
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Postby Pig Popper on Mon Oct 30, 2006 9:09 pm

Garrador wrote:thats because its a nodraw texture there. That is solid.


So i guess i should put the water texture on that surface and keep the others as nodraw? I'll give it a bash when i get home.
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Postby slayera on Mon Oct 30, 2006 10:26 pm

Garrador wrote:thats because its a nodraw texture there. That is solid.


Only if is a normal BSP brush. Cover (all water) the top the water with a water texture, even if it is in the tunnel. If you make the side water, then it will not look right and the water will not refract right.
Image


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Postby Pig Popper on Tue Oct 31, 2006 1:12 am

slayera wrote:
Garrador wrote:thats because its a nodraw texture there. That is solid.


Only if is a normal BSP brush. Cover (all water) the top the water with a water texture, even if it is in the tunnel. If you make the side water, then it will not look right and the water will not refract right.


1. whats BSP brush?
2. i used the tool/texture application on the top layer of the water only.
3. when i did the top on both brushes i got the black side (nodraw) where they meet.

What should i make the side? i have tried some water textures and gotten access to the water in 2nd brush, but it looks seperate, can i join them up or do i need a particular texture on the side aspect?
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Postby Pig Popper on Tue Oct 31, 2006 1:48 am

SORTED! it seems the problem was there was a gap between the 2 water brushes,
connected them and added a water texture via the tool/texture application to the touching
side of no2 water brush and its fine.
Image
Image

BTW what is a BSP brush
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Postby slayera on Tue Oct 31, 2006 3:55 am

Binary Space Partion, it's the blocks you use to build the world.
Image


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Postby aeonrevolution on Tue Jun 19, 2007 8:48 pm

Sorry to bump an old tutorial, but I have a simple question that some other people like myself may not understand.

After you make your NoDraw box where you want your water, how do you apply the Pretty01 water texture to just the top?

I downloaded your map and saw that the block had the image of the pretty water texture, but couldn't find how you attached it anywhere. :?
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Postby rb_lestr on Tue Jun 19, 2007 8:52 pm

aeonrevolution wrote:Sorry to bump an old tutorial, but I have a simple question that some other people like myself may not understand.

After you make your NoDraw box where you want your water, how do you apply the Pretty01 water texture to just the top?

I downloaded your map and saw that the block had the image of the pretty water texture, but couldn't find how you attached it anywhere. :?


To apply the texture to 1 face?

Open texture application tool.
Browse textures.
Find the one you want.
Right click on the face to apply the texture to just that face.
Image
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Postby Face Fornicate on Thu Aug 09, 2007 3:16 pm

You guys are weird... I don't make every other side a nodraw, I just give every side a water texture and it works perfectly fine for me.:smt080
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Re: Water

Postby neotic on Wed Apr 09, 2008 1:08 am

Sorry to bump this... but I'm going crazy. I have two water brushes (like in de_port), one in the actual map and one in the 3d sky box. The 3d sky box water works perfectly but however the one in the actual map/world is broken. The water is a solid brush, tried with the water texture applied to the entire brush and also only on the top face- neither work. The brush meets the encompassing sky's toolsskybox. I tried having the water brush simply meet the face of the encompassing skybox and then I also tried providing a solid envelope for the water, textured in toolsblack.
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Re: Water

Postby Sleepydragn1 on Sat May 31, 2008 9:46 pm

I'm having problems with the water in my map, I might have leaks but, I'm not sure because before I recreated the water it looked a bit different, but still glitchy.

Screens URL's:
http://img77.imageshack.us/my.php?image=screen4eu3.png
http://img206.imageshack.us/my.php?image=screen3bp9.png http://img229.imageshack.us/my.php?image=screen2xi7.png
http://img229.imageshack.us/my.php?image=screen1tk6.png
Here's the Compile Window Text:

** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_breakable (2067.00 -255.00 -631.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (39559 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 101 texinfos to 76
Reduced 13 texdatas to 9 (541 bytes to 299)
Writing E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
2 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
reading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.prt
LoadPortals: couldn't read e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.prt


** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
No vis information, direct lighting only.
1513 faces
562837 square feet [81048640.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0829 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 420/8192 5040/98304 ( 5.1%)
brushsides 2606/65536 20848/524288 ( 4.0%)
planes 436/65536 8720/1310720 ( 0.7%)
vertexes 2016/65536 24192/786432 ( 3.1%)
nodes 850/65536 27200/2097152 ( 1.3%)
texinfos 76/12288 5472/884736 ( 0.6%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1513/65536 84728/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 394/65536 22064/3670016 ( 0.6%)
leaves 854/65536 27328/2097152 ( 1.3%)
leaffaces 1759/65536 3518/131072 ( 2.7%)
leafbrushes 424/65536 848/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8446/512000 33784/2048000 ( 1.6%)
edges 4579/256000 18316/1024000 ( 1.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 77/32768 770/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1092/65536 2184/131072 ( 1.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1591780/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1494/393216 ( 0.4%)
LDR leaf ambient 854/65536 20496/1572864 ( 1.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 21719/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 39559/4194304 ( 0.9%)
==== Total Win32 BSP file data space used: 1960526 bytes ====

Total triangle count: 3842
Writing e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp" "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike\maps\Deathmatch_Box_Redone.bsp"

Also, some other Information

I have the water set up correctly I believe (top side has water texture and all the other sides have nodraw)
I have a cube map set up above the water (set to default)
I have used the "buildcubemap" command

Can anyone help me?
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Re: Water

Postby RawMeat3000 on Sat May 31, 2008 9:51 pm

It looks like you've got a func_breakable touching the void.

Entity func_breakable (2067.00 -255.00 -631.00) leaked!


Press Ctrl+Shift+G and use those coordinates to find the offending brush.
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