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Author Topic: Water turns blu sometimes  (Read 536 times)
Offline  Guyyst
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http://puu.sh/3RigP.jpg Above the left pool
http://puu.sh/3Rihd.jpg Above the right pool

Doesn't happen on the third pool http://puu.sh/3RiKU.jpg


Any solution to that?
   
Offline  Torii
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Whirlwind "Torii Hurricane"
Are the pools of different heights? Also what water texture do you use?

IIRC, that coloured outline only appears at a certain height and greater (~32 units and more?), I could be completely wrong on this.


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Offline  Guyyst
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Are the pools of different heights? Also what water texture do you use?

IIRC, that coloured outline only appears at a certain height and greater (~32 units and more?), I could be completely wrong on this.


The pools are on different height yeah: http://puu.sh/3RvbV.png

Tried making the water 16 units high didn't fix it.

If i make water only in the first pool the everything's fine, but as soon as there is water in the next pool it gets blue


edit: used some dev texture just for testing, changing it to something else didn't help
« Last Edit: August 01, 2013, 07:33:23 PM by Guyyst »
   
Offline  Torii
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Whirlwind "Torii Hurricane"
Oh, then I'm out, might want to ask Drexen or something

I guess you can try using different water, like water_canals03, water_2fort, water_well, texture all sides of the water, etc.


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Offline  QuBA
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The pools are on different height yeah: http://puu.sh/3RvbV.png


Thats what happens when you have water on different heights visible at the same time. No way around it...
   
Offline  duppy
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If I'm not mistaken, you can have water at different heights so long as it's all within the same visleaf.  Once the player enters another leaf you'll notice the water changes.  You can see all the leaves with the console command mat_leafvis 3, btw.  I'm betting you'll see a red line right through the middle of that screen shot if mat_leafvis was turned on.

An easy fix is to use what they call "cheap" water instead, which is the one that of course doesn't look as nice.  You can have "expensive" water brushes with multiple heights, but they have to be within the same visleaf.  And I believe visleaves have a max size of 1024 units (volume), so you have to fit all the water brushes into that, and everything within that volume would have to be a func_detail so you don't get extra BSP splits.  So, kinda complicated for the nice "expensive" water brushes, but I believe it's do-able if your water doesn't cover a volume larger than a 1024 unit cube (has to be aligned on a 1024 unit boundary too).
   
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