Re: Water problem!
Posted by DrGlass on
Fri Jan 28th 2005 at 5:34pm
DrGlass
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make the water brush a bit larger than the hallway. If that is the case then make them flush with the inside.
Re: Water problem!
Posted by Emoo on
Fri Jan 28th 2005 at 6:16pm
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Its to do with your graphics card, water has that line at the edge when rendered on any DX8 graphic card, so if your is at DX8 that explains it other wise...
Re: Water problem!
Posted by Leperous on
Fri Jan 28th 2005 at 6:29pm
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No it's not, unless you're referring to hardware-DX8, as I'm getting that problem with my high-end PC (though I've noticed some water textures don't cause that)
Re: Water problem!
Posted by Rof on
Fri Jan 28th 2005 at 6:53pm
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This is just a guess, but thinking about how the shader probably draws
the reflection, it might be looking "inside" those brushes (like you'd
noclipped into the side of them) due to slight errors. So maybe the
grey noise you're getting at the edges is actually a reflected view of
what's behind those green walls.
Not sure how you could fix that, without putting an unlit/black box
around the map. Probably using a different water texture is a better
solution. Maybe the shader on some water materials works differently.
Re: Water problem!
Posted by Bobv on
Fri Jan 28th 2005 at 7:23pm
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i tried putting unlighted pieces right outside of this tunnel, i tried
changing the textures many times, i tried raising the water level (you
can drown in it now when you're crouching :biggrin: ) i tried changing around
the env cubemap.
none of this makes a difference to the evul lines.
Re: Water problem!
Posted by omegaslayer on
Fri Jan 28th 2005 at 10:03pm
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2005-01-28 10:03pm
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its okay to extend the water brush into the solid geometry, just do that and you might get the effect you desire.
Re: Water problem!
Posted by Leperous on
Fri Jan 28th 2005 at 11:20pm
Posted
2005-01-28 11:20pm
Leperous
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That won't work.
But if it does, I'll eat my leppery hat.