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Post by rinkashime on Sept 24, 2013 11:35:21 GMT
Hi, Everyone I'm having some problem when i make water in hammer editor for CSS. So i have made a Water in hammer editor, complied it. But when i run the map in the Game, it annoys me a lot. The Player stand in top of the Water, it doesn't float or swim and if I shoot nothing happens in the water. its just like a Wall. I applied the Water Texture, WaterLod EnvCubemap also, but still it gives the same problem
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Post by Zeph on Sept 24, 2013 12:59:04 GMT
The whole brush needs to be NoDraw except the top surface. Make the top surface the water texture. Not that this top face must be flat/horizontal, and not sloped.
Is it a custom water texture, or a default one?
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Post by rinkashime on Sept 24, 2013 14:03:41 GMT
thats the way how i did it I used dev_water2 and other water texture but still get the same results
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Post by Zeph on Sept 24, 2013 15:18:34 GMT
Please post your compile log. I'm guessing there is a leak, meaning the volume is unable to be determined as liquid.
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Post by rinkashime on Sept 25, 2013 8:34:54 GMT
materialPath: D:\Program Files\New folder\CSS007x\Counter-Strike Source\cstrike\materials Loading C:\Users\MARK 8\Desktop\Boulders\a.vmf material "dev/dev_measuregeneric01b" not found Material not found!: DEV/DEV_MEASUREGENERIC01B material "dev/dev_measuregeneric01" not found Material not found!: DEV/DEV_MEASUREGENERIC01 material "nature/water_canals03" not found Material not found!: NATURE/WATER_CANALS03 fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\MARK 8\Desktop\Boulders\a.prt...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) (4868 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 15 texinfos to 9 Reduced 5 texdatas to 5 (109 bytes to 109) Writing C:\Users\MARK 8\Desktop\Boulders\a.bsp 0 seconds elapsed
2 threads reading c:\users\mark 8\desktop\boulders\a.bsp reading c:\users\mark 8\desktop\boulders\a.prt 36 portalclusters 82 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 4 visible clusters (0.00%) Total clusters visible: 1156 Average clusters visible: 32 Building PAS... Average clusters audible: 36 visdatasize:652 compressed from 576 writing c:\users\mark 8\desktop\boulders\a.bsp 0 seconds elapsed
[Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\users\mark 8\desktop\boulders\a.bsp 78 faces 46552 square feet [6703584.00 square inches] 0 displacements 0 square feet [0.00 square inches] 78 patches before subdivision 78 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 734, max 30 transfer lists: 0.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0000 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 1/1024 48/49152 ( 0.1%) brushes 13/8192 156/98304 ( 0.2%) brushsides 79/65536 632/524288 ( 0.1%) planes 74/65536 1480/1310720 ( 0.1%) vertexes 171/65536 2052/786432 ( 0.3%) nodes 85/65536 2720/2097152 ( 0.1%) texinfos 9/12288 648/884736 ( 0.1%) texdata 5/2048 160/65536 ( 0.2%) 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 78/65536 4368/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 30/65536 1680/3670016 ( 0.0%) leaves 87/65536 2784/2097152 ( 0.1%) leaffaces 110/65536 220/131072 ( 0.2%) leafbrushes 42/65536 84/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 464/512000 1856/2048000 ( 0.1%) edges 265/256000 1060/1024000 ( 0.1%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2/32768 20/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 30/65536 60/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 652/16777216 ( 0.0%) entdata [variable] 487/393216 ( 0.1%) LDR leaf ambient 87/65536 2088/1572864 ( 0.1%) 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] 9996/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 4868/4194304 ( 0.1%) ==== Total Win32 BSP file data space used: 38313 bytes ====
Total triangle count: 188 Writing c:\users\mark 8\desktop\boulders\a.bsp 0 seconds elapsed
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Post by Zeph on Sept 25, 2013 11:05:50 GMT
Ok, mostly clean.
however
material "nature/water_canals03" not found Material not found!: NATURE/WATER_CANALS03 suggests that texture isn't found, and if that's the water one in use, that explains why it's solid and not water.
The liquid state of the brush is determined by the texture applied. It turns it from solid to liquid.
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