Re: Underwater visual problem
Posted by Ch402 on
Sun Sep 11th 2005 at 12:22am
Posted
2005-09-11 12:22am
26 posts
173 snarkmarks
Registered:
Jun 30th 2005
Location: england
ok not totaly sure but i think you have a leak. on a map i am working
on now i had a similar problem when i had a leak, it didnt always do
the weird missing brush thing and it only did it on displacement
surfaces.
still, try doing a common leak check. (Map>load point file)
but im unsure of this :smile: the only other thing i can think of is the way
you did the displacement surface, if you re do it as a last resort it
may fix, but im very unsure about that.
Re: Underwater visual problem
Posted by Paladin[NL] on
Mon Sep 12th 2005 at 6:35am
157 posts
56 snarkmarks
Registered:
May 4th 2004
Occupation: Student/mapper
Location: Netherlands
This could also be related to the way Source handles water. If a model
is half 'under water' (not totally inside the water brush) it is
effectively rendered twice, one for when your beneath the surface, one
for when your out of the water. Could be a possible clue as to what's
going wrong, else Ch402's explanation is also a good start to look for,
especially check if the displacement isn't outside the world. Source
still renders light pretty well if you have a leak, but all faces are
drawn at all times for example.
Re: Underwater visual problem
Posted by Junkyard God on
Mon Sep 12th 2005 at 11:17am
Posted
2005-09-12 11:17am
654 posts
81 snarkmarks
Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
maybe posting a compile log helps, there are often lines in it that seem ok to the normal eye but are problems to the people here that have seens millions of compile logs :smile:
Hell, is an half-filled auditorium