water elevator

water elevator

Re: water elevator Posted by Steel Monkey on Mon Dec 20th 2004 at 8:13am
Steel Monkey
7 posts
Posted 2004-12-20 8:13am
7 posts 1 snarkmarks Registered: Dec 14th 2004
I guess ill just repost this, sorry for the spam.

Alright, I have been trying and trying to get water
right but its not working. I get invisiible water surfaces and I
can see through them. I think it may have something to to with
the lod control settings, the default settings dont seem to make
sense. It says that the process ends before it begins. It
says it starts at 1000 cms and ends at 2000, does that make sense to
anyone but me? Ive tried fiddling with it, but I have no clue
what im doing.

My goal is to get a huge pillar of water that you
can swim up to. I guess it would be more of a ladder. I was
told to put the Env_cubemap above the water, but I'm not sure where the
"top" would be. I want 3 surfaces showing, because its against a
wall. Top, and the two sides. I know this is alot to ask,
but this is driving me insane. Thanks for your help.

(Just remembered, where would you put the nodraw textures on a pillar like that?)
Re: water elevator Posted by Emoo on Mon Dec 20th 2004 at 9:40am
Emoo
10 posts
Posted 2004-12-20 9:40am
Emoo
member
10 posts 1 snarkmarks Registered: Jul 31st 2004
Water in the source engine can only be flat you cant have it on any slope. If you want a water pillar you would have to use a "fake" water texture.
Re: water elevator Posted by Steel Monkey on Mon Dec 20th 2004 at 10:00am
Steel Monkey
7 posts
Posted 2004-12-20 10:00am
7 posts 1 snarkmarks Registered: Dec 14th 2004
Could you elaborate, I dont quite understand.
Re: water elevator Posted by genesisrage on Mon Dec 20th 2004 at 10:05am
genesisrage
33 posts
Posted 2004-12-20 10:05am
33 posts 3 snarkmarks Registered: Dec 12th 2004
i think he is right... the engine can only render water horizontally, not vertically like you want.

ive been messing around with it for a while, ive been able to get the water to "work" right, just that the textures are all messed up.

only way i see of getting this to work correctly, it to put some kind of water-looking texture on the 2 vertical sides
Re: water elevator Posted by Steel Monkey on Mon Dec 20th 2004 at 10:08am
Steel Monkey
7 posts
Posted 2004-12-20 10:08am
7 posts 1 snarkmarks Registered: Dec 14th 2004
Would I use the nodraw texture on any sides?
Re: water elevator Posted by genesisrage on Mon Dec 20th 2004 at 10:10am
genesisrage
33 posts
Posted 2004-12-20 10:10am
33 posts 3 snarkmarks Registered: Dec 12th 2004
you would want to put NODRAW on the sides that cant be seen (i.e. the two sides against the wall, and floor), as for the sides that can be seen, i have no clue
Re: water elevator Posted by Steel Monkey on Mon Dec 20th 2004 at 10:14am
Steel Monkey
7 posts
Posted 2004-12-20 10:14am
7 posts 1 snarkmarks Registered: Dec 14th 2004
What should I set the lod settings at? I have never fuguired those out.
Re: water elevator Posted by genesisrage on Mon Dec 20th 2004 at 10:20am
genesisrage
33 posts
Posted 2004-12-20 10:20am
33 posts 3 snarkmarks Registered: Dec 12th 2004
ive messed around with them a bit, default seems good for regular water... but as for trying to get vertical water to work, havent noticed any improvements
Re: water elevator Posted by Nickelplate on Mon Dec 20th 2004 at 8:44pm
Nickelplate
2770 posts
Posted 2004-12-20 8:44pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
are you compiling fully with RAD and VIs. Make sure that your water brush is not just a brush but a func_water