Re: Weird Water Bug
Posted by Optional on
Sun Mar 21st 2004 at 4:29am
29 posts
3 snarkmarks
Registered:
Sep 3rd 2003
Right well, in those images, I slyly didn't take a picture of a lot of the water. Why? Because when I looked at a decent amount of water, my FPS tumbled down to 30. Now, I know what you will first say, "Omg, what a newbie, doesn't he realize that he has too much water in the damn map?". Unfortunatly, that is not the problem. I tried draining out the lake to a very minute amount, and that accomplished nothing. Also, in Hammer, the water texture is scaled up 3 times, but ingame, it is unscaled ( at 1 ).
And just incase anyone was wondering, the map will be for ESF (esforces.com) and no, the map has not been properly textured yet (I will use texture blending).
~Optional
Re: Weird Water Bug
Posted by Jinx on
Sun Mar 21st 2004 at 4:51am
Jinx
member
874 posts
692 snarkmarks
Registered:
Nov 27th 2002
Location: Ohio
are you using entity water? I think that can cause lag, especially if it is transparent.
you might try using 'world water', just a normal non-entity brush covered on all sides with a ! water texture. I think it is less likely to cause lag. its wave height is set in level properties. it has an opaque surface which blocks VIS. this is nice, because you can add some detail underwater (rocks, plants, terrain) without it adding to wpolies above.
also what are your wpoly readings? the water is down lower, maybe it is just coincidence that the fps drops when you look at it. maybe it's because wpolies are going higher.
looks interesting... reminds me of Mario or Zelda :biggrin:
Re: Weird Water Bug
Posted by Hornpipe2 on
Sun Mar 21st 2004 at 6:11am
636 posts
123 snarkmarks
Registered:
Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
Which compile tools are you using? Also, if your water is transparent, you may have too much detail underwater, so it's rendering all that stuff too. Try using the "world water" as he said, or remove some of the detail there.
Try to bring down the console and type "gl_wireframe 2". This will show you everything the engine is drawing. If you can, for instance, see through the walls or something by looking at the water, then you know something weird is up.
Re: Weird Water Bug
Posted by Orpheus on
Sun Mar 21st 2004 at 12:47pm
Posted
2004-03-21 12:47pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
entity water looks better than world water by far, but can cause issues as jinxy mentions.. use it wisely, its worth the effort to get right.. i prefer entity water, and will only use it.
Re: Weird Water Bug
Posted by Orpheus on
Sun Mar 21st 2004 at 4:38pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
world water, is a texture that acts like water, with no special settings, IE func_water.
that awful blue water HL is famous for is world water.
Re: Weird Water Bug
Posted by scary_jeff on
Sun Mar 21st 2004 at 5:18pm
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
It seems like the problem is that the water is divided into far too many little squares... but I don't know how to fix this. Since you can't see through the water anyway, it sounds like a good solution to use this 'world water'. To make world water, just select your func_water, and click 'to world'... I think that is what the others are talking about.
Re: Weird Water Bug
Posted by Orpheus on
Sun Mar 21st 2004 at 5:27pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
i don't think thats exactly how its made jeff, but if it works, cool beaners
world water is water you don't have to do anything to to make it be water, you just place it and compile.. thats it.
i have found the "to world" thing to be buggy, but it may only have been cause i used it improperly.
anyways, tis worth a shot :smile:
Re: Weird Water Bug
Posted by 7dk2h4md720ih on
Sun Mar 21st 2004 at 5:50pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Make sure the wave height is set to 0.
Re: Weird Water Bug
Posted by Optional on
Sun Mar 21st 2004 at 10:23pm
Posted
2004-03-21 10:23pm
29 posts
3 snarkmarks
Registered:
Sep 3rd 2003
Yeah thanks, that 'world water' thing fixed it!
Re: Weird Water Bug
Posted by Orpheus on
Sun Mar 21st 2004 at 10:25pm
Posted
2004-03-21 10:25pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
then mark the correct answer/s
Re: Weird Water Bug
Posted by 7dk2h4md720ih on
Mon Mar 22nd 2004 at 11:20am
Posted
2004-03-22 11:20am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
I wish I had such vivid and exciting dreams. :biggrin:
Re: Weird Water Bug
Posted by Jinx on
Wed Mar 24th 2004 at 4:50am
Jinx
member
874 posts
692 snarkmarks
Registered:
Nov 27th 2002
Location: Ohio
so do I get my snarkmarks for a correct answer or what!? :dorky:
Re: Weird Water Bug
Posted by Gorbachev on
Wed Mar 24th 2004 at 5:10am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
2 things.
1) World water textures are defined by beginning with a ! flag. So and example texture called !Water would be a water brush when created.
2) If you're worrying about this much transparency, you don't even want to look at dod_belfort in the editor :rolleyes: you'd have a heart attack.