Water brushes not in-synch.

Water brushes not in-synch.

Re: Water brushes not in-synch. Posted by johnjon on Thu Sep 1st 2005 at 8:51pm
johnjon
6 posts
Posted 2005-09-01 8:51pm
johnjon
member
6 posts 1 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Indiana/Ohio
I'm trying to make a body of water around another solid brush. In order to do so, I've made four brushes of water, one on each side. And the water is set on Wave Height 3.2. Three of the water brushes "wave" in synch with each other, but one is off and so the different wave lengths contrast with each other where they touch and make an ugly mess. I'm sure you guys know how to fix this so please let me know! Thanks.
Re: Water brushes not in-synch. Posted by Captain P on Fri Sep 2nd 2005 at 1:35am
Captain P
1370 posts
Posted 2005-09-02 1:35am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
As far as I know, this wave behaviour is uncontrollable. Either live with it, or go for a different way to create water.

Actually, you might want to check out my map The Playtest. It features
a different method of doing water. Check for yourself to see if you
like it. Basically, it's just two scrolling transparant layers. Looks
quite nice I think, with a nice random pattern to it.
Create-ivity - a game development blog
Re: Water brushes not in-synch. Posted by Campaignjunkie on Fri Sep 2nd 2005 at 3:41am
Campaignjunkie
1309 posts
Posted 2005-09-02 3:41am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Yes, waves are procedural and cannot be controlled. For starters
though, make sure all 4 brushes are tied as 1 func_water entity. Now
some solutions:
  • Use faked scrolling-layer water like Captain P says. But in this
case, there's no waves, although it might possibly look better.
  • Just use one water brush and stretch it to cover the entire area. If it touches the void, plug up the resulting leak.
  • You could also turn off waves completely by setting wave-height to 0.
Although there will still be a texture seam on te surface, it's
unlikely that the player will notice. Waves in general aren't that
amazing anyway.