water is too bright

water is too bright

Re: water is too bright Posted by Diabenlo on Sat Oct 9th 2004 at 8:30pm
Diabenlo
14 posts
Posted 2004-10-09 8:30pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
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
G.Ballblue
1511 posts
Posted 2004-10-09 8:34pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
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
Wild Card
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Posted 2004-10-09 8:35pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
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
Diabenlo
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Posted 2004-10-09 8:36pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
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
Orpheus
13860 posts
Posted 2004-10-09 8:39pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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 G.Ballblue on Sat Oct 9th 2004 at 8:45pm
G.Ballblue
1511 posts
Posted 2004-10-09 8:45pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I think anything "water" texture, (anything with the ! symbol in it) will come out bright, always. I'm not to sure, but the slime in this pic is a perfectly solid object, not an entity.

User posted image

Edit:\ I think I used a bad example for the slime..... :\
Re: water is too bright Posted by Hugh on Sat Oct 9th 2004 at 8:45pm
Hugh
900 posts
Posted 2004-10-09 8:45pm
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900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
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
Diabenlo
14 posts
Posted 2004-10-09 8:47pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
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 Orpheus on Sat Oct 9th 2004 at 8:49pm
Orpheus
13860 posts
Posted 2004-10-09 8:49pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Diabenlo said:
ok i did some tests but still no luck
its customary to post a list of failed attempts, in this way we wont suggest you repeat them.. unless we are sure you did the test wrong and tell you to repeat said test..
Re: water is too bright Posted by Diabenlo on Sat Oct 9th 2004 at 8:52pm
Diabenlo
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Posted 2004-10-09 8:52pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
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
Hugh
900 posts
Posted 2004-10-09 8:55pm
Hugh
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900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
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
Diabenlo
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Posted 2004-10-09 8:56pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
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
Orpheus
13860 posts
Posted 2004-10-09 9:01pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Diabenlo
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Posted 2004-10-09 9:18pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
ok im doing that now

sorry bout the wait, my slow ass computer just crashed
Re: water is too bright Posted by Diabenlo on Sat Oct 9th 2004 at 9:33pm
Diabenlo
14 posts
Posted 2004-10-09 9:33pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
User posted image

ok i tried additive and solid render modes but still no luck

although i did notice a slight differance with the additive mode so i will test some different values with that
Re: water is too bright Posted by Captain P on Sat Oct 9th 2004 at 9:34pm
Captain P
1370 posts
Posted 2004-10-09 9:34pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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 Campaignjunkie on Sat Oct 9th 2004 at 9:37pm
Campaignjunkie
1309 posts
Posted 2004-10-09 9:37pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
!water textures are always rendered at full-bright, possibly due to the
procedural water effects applied to them. In my experience, it does not
matter whether it is world-water or entity-water. While you CAN make it
a bit darker if you set the render mode to Texture, it will still
originate from a bright water texture on top. You have two options:
  • Make the area near the water brighter, to match the level of
    brightness in the water texture. Modify water texture as neccesary to
    get good results. I recommend experimenting with point-lights above the
    water brush, but with a very moderate, neutral setting.

    </li>
  • Instead of using a ! texture, use a +0 style animated water
    texture. These textures will be affected by lightmaps and might give
    you the results you're looking for. Unfortunately, I don't have any
    access to such textures, but I have heard of them being used. Also,
    they will use up quite a bit of texture memory.

    </li>
Re: water is too bright Posted by Diabenlo on Sat Oct 9th 2004 at 9:41pm
Diabenlo
14 posts
Posted 2004-10-09 9:41pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
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
Orpheus
13860 posts
Posted 2004-10-09 9:56pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Diabenlo
14 posts
Posted 2004-10-09 10:03pm
Diabenlo
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14 posts 1 snarkmarks Registered: Aug 20th 2004
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
Orpheus
13860 posts
Posted 2004-10-09 10:07pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Diabenlo
14 posts
Posted 2004-10-09 10:18pm
Diabenlo
member
14 posts 1 snarkmarks Registered: Aug 20th 2004
sorry , but how do i mark them blue,
Re: water is too bright Posted by omegaslayer on Sat Oct 9th 2004 at 11:52pm
omegaslayer
2481 posts
Posted 2004-10-09 11:52pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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
Tracer Bullet
2271 posts
Posted 2004-10-09 11:57pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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
Orpheus
13860 posts
Posted 2004-10-10 11:45am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
silly people.. my answer was correct, not as correct, but still correct.. please do not mark it wrong.. its very annoying..