Water in a 3D skybox

Water in a 3D skybox

Re: Water in a 3D skybox Posted by Loco on Thu Jun 16th 2005 at 11:07am
Loco
615 posts
Posted 2005-06-16 11:07am
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
I've set up a working 3d skybox and got water working correctly before,
but this one seems slightly bizarre to me. I've placed a section of
water in the skybox above the sky_camera so that it appears the water
is above the player. However, this results in a very weird effect:

http://img106.echo.cx/my.php?image=dmsaturated00006dl.jpgUser posted image

The most bizarre point though, is that if I noclip out of the level and
then back in again, everything is fine and the effect disappears. Any
ideas? I've tried using and building cubemaps and converting it into a func_water_analog, but neither worked.

Originally I thought it was just impossible, but the official Valve
stuff says that 3d skyboxes:
Support materials with shader effects such as
normal mapping, water, environment mapping, proxies, etc.
P.S. This also acts as a slight preview of my competition map!
My site
Re: Water in a 3D skybox Posted by Leperous on Fri Jun 17th 2005 at 12:22pm
Leperous
3382 posts
Posted 2005-06-17 12:22pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Place it in your 'normal' level then- if you use a water_lod_control then it won't give you much more of a performance hit than if it was in your skybox. I've noticed similar things with my skybox water b0rking up, and had to move it into my level to fix it.
Re: Water in a 3D skybox Posted by Loco on Sun Jun 19th 2005 at 10:01am
Loco
615 posts
Posted 2005-06-19 10:01am
Loco
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615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Thanks, but no. The distance needed to be covered is too big, and the
render distance isn't enough. On top of that, vrad takes ages (the vis
bit takes 2202 seconds alone).
My site
Re: Water in a 3D skybox Posted by Andrei on Sun Jun 19th 2005 at 11:04am
Andrei
2455 posts
Posted 2005-06-19 11:04am
Andrei
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2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Have you tried making the water brush very thin as not to flood the
skycamera? I made an underwater map a while ago and I had the same
problem.
Re: Water in a 3D skybox Posted by Loco on Tue Jul 12th 2005 at 9:40pm
Loco
615 posts
Posted 2005-07-12 9:40pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Gah! Sorry! Finally got back home to test it, but still no go. I've had
to abandon the idea for the map, so I'm just using vast quantities of
fog, which is a shame really.
My site
Re: Water in a 3D skybox Posted by DrGlass on Wed Jul 13th 2005 at 7:08pm
DrGlass
1825 posts
Posted 2005-07-13 7:08pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
make a animated texture and a custom skybox
Re: Water in a 3D skybox Posted by rival on Fri Jul 15th 2005 at 6:00pm
rival
512 posts
Posted 2005-07-15 6:00pm
rival
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512 posts 141 snarkmarks Registered: Apr 7th 2005 Occupation: being a pain in the ass Location: inverness
it could be because your looking at the water from the bottom and thats a nodraw texture. try flipping to water upside down. you would see the animated water texture but that could resemble the same effect as actually going underwater and looking up.