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Post by ajoraswill on Sept 6, 2011 23:05:13 GMT
In this new map I've created. I have a tube running from the inside of this tank, to one of the players bases. Now this is done with a series of cylinders and arches/square block room joints. There is one thing I know I need to fix, the bits on the sides of the cylinders are actually made from carving (I know terrible idea) But the only reason it broke/doesnt view well under water is because I made it a func_detail and apparently those dont load when you peak through the water. Now as for the map it looks good in Hammer, and in game as well but there are slight problems I need help with that can be viewed in these next screenshots: 1. steamcommunity.com/id/kiRface/screenshot/540652348080971796/?tab=public2. steamcommunity.com/id/kiRface/screenshot/540652348080972707?tab=public3. steamcommunity.com/id/kiRface/screenshot/540652348080973871/?tab=publicWhen you enter certain areas of the water, you can see through walls and sometimes the entire level. Is there anything I can do to remedy this? I may upload the vmf, so you can take a look first hand but I warn you, its horribly unoptimized.
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Post by Zeph on Sept 7, 2011 10:16:09 GMT
Firstly, make sure that the water has only the top side as the water texture. The other sides must be nodraw.
Secondly, tunnels should have four sides to them, which are world geometry, with the inner bits that round them off made into func_detail. The whole tunnel should not be func_detail. This will provide the visuals needed. Basically, make teh tunnel, at first, a nodraw corridor. Then add the arches inside of it to form the tunnel. These arches should be func_detail, so when compiled, the computer only sees the simple square corridor, not the complex round tunnel.
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Post by ajoraswill on Sept 7, 2011 15:31:11 GMT
Firstly, make sure that the water has only the top side as the water texture. The other sides must be nodraw. Secondly, tunnels should have four sides to them, which are world geometry, with the inner bits that round them off made into func_detail. The whole tunnel should not be func_detail. This will provide the visuals needed. Basically, make teh tunnel, at first, a nodraw corridor. Then add the arches inside of it to form the tunnel. These arches should be func_detail, so when compiled, the computer only sees the simple square corridor, not the complex round tunnel. Also is there a way to break apart func_details without losing them? I should clarify, the water comes from a cylinder tank above the tunnel. So there is the first water brush, the cylinder that fits in the tank. The tank itself is made of glass, so every face aside from the bottom of the brush should be water (since they can be seen through the glass) Inside the tank, there is a cylinder opening that leads down into the tunnels and the first room, this is the square joint room I used to connect the 2 tunnels. The water is made to look realistic so the room itself should be filled with water. Which faces should I make nodraw here? Because technically they all should be, but if they are all nodraw its obviously not water anymore.. this was a weird dilemma I was trying to fix. When 2 water textures meet something weird happens.. it like creates a phantom pocket of air you can go up and down in (even if they are perfectly aligned on grid) as well as the weird textural things (seeing through the level, or seeing random blackness) (this is just in my experience with this particular map, not saying it always happens, just trying to find out why) The arch bits are indeed func_details but that seems to be a problem for some reason. They disappear when Im underwater (I have no clue why! D: ) Everything except the bits around the cylinder tunnel is world geo I believe. Perhaps I should just make the arch bits world geo as well, maybe it doesnt render func_details under water?
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Post by Zeph on Sept 7, 2011 16:47:05 GMT
I should clarify. Every surface MUST be nodraw, except the top, for any water brush. It's not about which direction it's seen from. (However, think about a fish tank. you can't 'see' the water up against the glass until you get to the top where you see the ripples at the interface between water/air.) It's also how the engine works. Only the top surface is water, and only one level of water per view range (IE multiple waters would need to be the same height within the same view). The water should (but doesn't necessarily) be a 6 sided brush. Other objects (eg your func_details) can overlap the water. Unless you want to see the rounded outside of the tank, then the water will need to be a cylinder, else the corners would stick out of the tank! Is your tank completely filled to the top? If so... ah. If not, leave a small air gap enough to breath from so you can see the top of the water. Also, use cheep water. Water is itself a VisLeaf. This means that when in it, you can see all of the contents of that (water) brush. Only world geometry going through the water brush would be 'subtracted' from the water brush's visleaf, and cause an opaque wall and block visibility. Entities, such as func_detail should be visible, but perhaps not if only partially visible... ... i gotta run for my train. more soon. bai !
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Post by ajoraswill on Sept 7, 2011 17:41:19 GMT
Ah, thanks so much Zeph, I have some stuff to play around with. Ill see what I can do and get back to you if it still doesnt work <3
UPDATE: After taking your advice I got all the water working correctly with no weird graphical errors. I swapped the water to a cheaper texture that is animated on the top face, and clear. As well as making all the water faces nodraw (except the top)
Thanks a bunch Zeph!
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Post by Zeph on Sept 7, 2011 19:39:37 GMT
... back! I won't bother continuing (though ive forgotten everything anyway!) as it sounds like you've done it Cool Enjoy!
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