Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 8:30pm
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hi
im makin a dark section of a map and it is in some sewers ,my only problem is that the water is really bright and looks stupid
any suggestions
Re: water is too bright
Posted by G.Ballblue on
Sat Oct 9th 2004 at 8:34pm
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Open the wad file that has the water texture.
Edit the texture so it looks much darker.
Save your texture, and your wad file. Or create a new wad with your new dark water texture in it.
Re: water is too bright
Posted by Wild Card on
Sat Oct 9th 2004 at 8:35pm
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I do believe making the water not an entity does the trick too.
Either that or making it an entity does. But Im pretty sure not
making it an entity is the right answer. If no, you can edit the
texture, but it would still be rendered bright unless you really really
darken the texture.
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 8:36pm
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thank you, ill try that
athough ive tried darker water textures and they still seem to give off light or at least appear too
Re: water is too bright
Posted by Orpheus on
Sat Oct 9th 2004 at 8:39pm
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you don't have to create any water textures, its your properties.. change them ..
in other words, your func_water, is set incorrectly.. i don't have hammer open in front of me right now, but some properties "GLOW" this is good for lava and such.. others are clear.. still others look darks.. make a test map and test all the settings.. i bet yours is set to "textured" change it..
[edit] i think hugh is more correct, it may be additive.. but the theory holds.. test all the settings..
Re: water is too bright
Posted by Hugh on
Sat Oct 9th 2004 at 8:45pm
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I think it's actually "additive" when the texture looks really bright, with a low FX value. Oh man, if only I actually mapped still, I'd know these things.
Edit: Ballblue, if it's not an entity, I think those will always come out bright.
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 8:47pm
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ok i did some tests but still no luck
i think ur right G.ballblue any water texture is really bright,
i might have to make a animated texture and make it a func_water instead
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 8:52pm
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ok sorry
tried brush with a !water texture on not tied to an entity
triedbrush with a !water texture on and tied to an entity
both came out the same
Re: water is too bright
Posted by Hugh on
Sat Oct 9th 2004 at 8:55pm
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Did you try changing the render modes as Orpheus and I had suggested?
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 8:56pm
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i tried the texture render mode
but it still looks the same
EDIT sorry i didnt see the additive edit i will try that now EDIT
Re: water is too bright
Posted by Orpheus on
Sat Oct 9th 2004 at 9:01pm
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look, you take said water..
1) change it to "func_water"
2) set the render mode to solid or somesuch.. i cannot recall, but not additive..
do this then get back to us.. look in "RENDER MODE" after you change it to func_water
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 9:18pm
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ok im doing that now
sorry bout the wait, my slow ass computer just crashed
Re: water is too bright
Posted by Captain P on
Sat Oct 9th 2004 at 9:34pm
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func_water
Render FX: Texture
FX Amount: 32
That should make your water quite dark. Texture mode makes it
transparant, allowing you to see trough. The lower the FX Amount, the
less it's visible and so the less it stands out in brightness...
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 9:41pm
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right i will try that
the only problem is that im mapping for tfc, and i dont know whether u are familiar with the hide and seek style maps,
basically just using some multimanagers and goals to switch spawn points, so once you are caught u have to be freed by the other hiders
anyway i wanted the water not to be really transparent, because that could be a good hiding spot, but if everything else fails i will have to :smile:
ill give it a test and get back to you
Re: water is too bright
Posted by Orpheus on
Sat Oct 9th 2004 at 9:56pm
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you know, i think CJ is right, i have not made any darkish maps with a water area, but most maps with them, the water is always wrong.
id use CJ's recommendation.. he seems a hell of a lot more sure that the rest of us :smile:
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 10:03pm
Posted
2004-10-09 10:03pm
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ive decided i liked the look of additive with a low FX value its is quite dark, so im happy :smile: , i dont think making a new animated texture wud be worth it for such a small area
Thanks for all your help, much appreciated :smile:
Re: water is too bright
Posted by Orpheus on
Sat Oct 9th 2004 at 10:07pm
Posted
2004-10-09 10:07pm
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figure out who or whom helped you solve this and mark them blue..
there can be more than one person, but don't just mark someone correct "because"
end this thread :smile:
Re: water is too bright
Posted by Diabenlo on
Sat Oct 9th 2004 at 10:18pm
Posted
2004-10-09 10:18pm
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sorry , but how do i mark them blue,
Re: water is too bright
Posted by omegaslayer on
Sat Oct 9th 2004 at 11:52pm
Posted
2004-10-09 11:52pm
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Hit it in the top protion of the post that says did this help...or something like that
Re: water is too bright
Posted by Tracer Bullet on
Sat Oct 9th 2004 at 11:57pm
Posted
2004-10-09 11:57pm
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Here is another suggestion for future use:
Use a scrolling water texture so that you still have a dynamic effect without the negative side of the (!) tag. Just rename your texture scrollTexName.
Then use a func_conveyor and set it to "not solid". If you want the sound that water gives, just put in a water brush that is invisable. maybe a pure blue texture with the (!) tag on the front, or a func_water with render "texture" and render ammount of "0".
Re: water is too bright
Posted by Orpheus on
Sun Oct 10th 2004 at 11:45am
Posted
2004-10-10 11:45am
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silly people.. my answer was correct, not as correct, but still correct.. please do not mark it wrong.. its very annoying..