underwater problem
Quote from Kwinten on October 10, 2015, 9:27 amWhen I swim underwater in a func_water_analog bloc, I notice I'm pushed in a aleatory direction
Is there a way to avoid that ?
Thanks
When I swim underwater in a func_water_analog bloc, I notice I'm pushed in a aleatory direction
Is there a way to avoid that ?
Thanks
Quote from Arachnaphob on October 10, 2015, 12:35 pmFirst off, what are you doing with that water. Is it just a place for the player to swim? In almost all cases, water should just be a world brush. The engine will handle all the things like colision, movement, and underwater fog.
First off, what are you doing with that water. Is it just a place for the player to swim? In almost all cases, water should just be a world brush. The engine will handle all the things like colision, movement, and underwater fog.
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Quote from DaMaGepy on October 10, 2015, 4:15 pmYe, normal water does the same annoying thing. I would also know how to disable that and the annoying loud splash sound even when I step into a tiny puddle.
Ye, normal water does the same annoying thing. I would also know how to disable that and the annoying loud splash sound even when I step into a tiny puddle.
Quote from Kwinten on October 10, 2015, 7:25 pm@Arachnaphob
I only want to use a func_water_analog entity because it is the only one that allow me to swim in it AND that can move (like a func_movelinear), which strongly interest me for test rooms.@DaMaGepy
I tried to use multiples trigger_push to stabilize the player but doesn't it give the desired result...
we should directly act on the entity but it sounds complicated !About my previous post "bottom_material", when I use your water with a 3D skybox, the water dissapear like that:
How do I do to avoid that ?
I kept your water settings and I put that in my skybox .vmt
- Code: Select all
"UnLitGeneric"
{
"$basetexture" "skybox/[skybox side name]"
"$nofog" 1
}Thanks
@Arachnaphob
I only want to use a func_water_analog entity because it is the only one that allow me to swim in it AND that can move (like a func_movelinear), which strongly interest me for test rooms.
@DaMaGepy
I tried to use multiples trigger_push to stabilize the player but doesn't it give the desired result...
we should directly act on the entity but it sounds complicated !
About my previous post "bottom_material", when I use your water with a 3D skybox, the water dissapear like that:
How do I do to avoid that ?
I kept your water settings and I put that in my skybox .vmt
- Code: Select all
"UnLitGeneric"
{
"$basetexture" "skybox/[skybox side name]"
"$nofog" 1
}
Thanks
Quote from DaMaGepy on October 11, 2015, 6:17 pmwell I only tried and using it woth real skybox (not with 3d), so I dont know.
Maybe not works good with water_analogs, or skybox reflections are bugged with 3D skybox AND water reflection. with skybox textures without the "$ignorez 1" line, all should work fine. You tried it with normal water (and not with analog)? if looks good with that then its an analog bug. Tried with analog AND without 3d skybox? (just normal 2d)?
well I only tried and using it woth real skybox (not with 3d), so I dont know.
Maybe not works good with water_analogs, or skybox reflections are bugged with 3D skybox AND water reflection. with skybox textures without the "$ignorez 1" line, all should work fine. You tried it with normal water (and not with analog)? if looks good with that then its an analog bug. Tried with analog AND without 3d skybox? (just normal 2d)?
Quote from Kwinten on October 13, 2015, 2:28 pm@DaMaGepy
It seems the water don't render correctly with func_water_analog, so i only use it as func_detail
Works fine with 2D skybox + water and water only ... but not with 3D skybox and water !
I saw this post:
mapping-help/skybox-reflections-on-the-water-s-surface-t7250.html
But I don't know what to conclude ..
@DaMaGepy
It seems the water don't render correctly with func_water_analog, so i only use it as func_detail
Works fine with 2D skybox + water and water only ... but not with 3D skybox and water !
I saw this post:
mapping-help/skybox-reflections-on-the-water-s-surface-t7250.html
But I don't know what to conclude ..
Quote from josepezdj on October 15, 2015, 10:10 amKwinten06 wrote:@DaMaGepy
It seems the water don't render correctly with func_water_analog, so i only use it as func_detail
Works fine with 2D skybox + water and water only ... but not with 3D skybox and water !
I saw this post:
mapping-help/skybox-reflections-on-the-water-s-surface-t7250.html
But I don't know what to conclude ..NEVER tie a water volume to any brush entity (func_detail, func_brush, func_door, etc.), except for the specific case of the func_water_analog. So select your water brush into Hammer and hit that "Move to World" button at your right side. Then your water should be correctly rendered.
About that thread that I posted time ago regarding the water reflections, take just the following useful conclusions:
- you can change the skybox in mid-game; this is good for longer maps where you need several ambients, or a day and a night for example...
- in order for the env_sun to actually appear in your sky, you need the "$ignorez 1" parameter.
- in general, avoid the usage of the "$ignorez 1" param.You are doing correctly using those settings for your skybox materials:
- Code: Select all
"UnLitGeneric"
{
"$basetexture" "skybox/[skybox side name]"
"$nofog" 1
}
By the way, your picture shows a lack of a material, probably the flowwmap or normalmap texture, check it out... maybe you are receiving some error messages in the console, check it too.
Your best choice would be to use a normal water brush to let the player swim a bit more realistically, and to have a different water material for the func_water_analog to have a moving water. To get good results on only one custom water material that can additionally be moved is going to be very difficult, if not impossible...
It seems the water don't render correctly with func_water_analog, so i only use it as func_detail
Works fine with 2D skybox + water and water only ... but not with 3D skybox and water !
I saw this post:
mapping-help/skybox-reflections-on-the-water-s-surface-t7250.html
But I don't know what to conclude ..
NEVER tie a water volume to any brush entity (func_detail, func_brush, func_door, etc.), except for the specific case of the func_water_analog. So select your water brush into Hammer and hit that "Move to World" button at your right side. Then your water should be correctly rendered.
About that thread that I posted time ago regarding the water reflections, take just the following useful conclusions:
- you can change the skybox in mid-game; this is good for longer maps where you need several ambients, or a day and a night for example...
- in order for the env_sun to actually appear in your sky, you need the "$ignorez 1" parameter.
- in general, avoid the usage of the "$ignorez 1" param.
You are doing correctly using those settings for your skybox materials:
- Code: Select all
"UnLitGeneric"
{
"$basetexture" "skybox/[skybox side name]"
"$nofog" 1
}
By the way, your picture shows a lack of a material, probably the flowwmap or normalmap texture, check it out... maybe you are receiving some error messages in the console, check it too.
Your best choice would be to use a normal water brush to let the player swim a bit more realistically, and to have a different water material for the func_water_analog to have a moving water. To get good results on only one custom water material that can additionally be moved is going to be very difficult, if not impossible...
Quote from DaMaGepy on October 15, 2015, 2:59 pm...Or just make the water static and move everything else around it as a brush
Of course only that chamber, and connect it to other chambers with linked_portal_door
Or just dont use 3d skybox
...Or just make the water static and move everything else around it as a brush
Of course only that chamber, and connect it to other chambers with linked_portal_door
Or just dont use 3d skybox
Quote from Kwinten on October 16, 2015, 12:36 pm@josepezdj
Quote:About that thread that I posted time ago regarding the water reflections, take just the following useful conclusions:- you can change the skybox in mid-game; this is good for longer maps where you need several ambients, or a day and a night for example...
- in order for the env_sun to actually appear in your sky, you need the "$ignorez 1" parameter.
- in general, avoid the usage of the "$ignorez 1" param.Thank you man This help me a lot !!
Quote:By the way, your picture shows a lack of a material, probably the flowwmap or normalmap texture, check it out... maybe you are receiving some error messages in the console, check it too.No errors in the console and no missing materials for me (i took all water materials of DaMaGepy); i think this is just the fact of leak with 3D skybox which make it tranlucent ! (that's we can see the piston instance)
Quote:Your best choice would be to use a normal water brush to let the player swim a bit more realistically, and to have a different water material for the func_water_analog to have a moving waterThat why I keep your turquoise water for moving_water, which is the best for that
Quote:To get good results on only one custom water material that can additionally be moved is going to be very difficult, if not impossible...this is what I was looking for precisely. I suppose this is not possible so ...
- you can change the skybox in mid-game; this is good for longer maps where you need several ambients, or a day and a night for example...
- in order for the env_sun to actually appear in your sky, you need the "$ignorez 1" parameter.
- in general, avoid the usage of the "$ignorez 1" param.
Thank you man This help me a lot !!
No errors in the console and no missing materials for me (i took all water materials of DaMaGepy); i think this is just the fact of leak with 3D skybox which make it tranlucent ! (that's we can see the piston instance)
That why I keep your turquoise water for moving_water, which is the best for that
this is what I was looking for precisely. I suppose this is not possible so ...
Quote from Kwinten on October 16, 2015, 12:36 pm@DaMaGepy
Yes, i thought about your method, but it's too complicated and I really love 3D Skybox, so I will remove it only when the water will be essential; in any case, thank you for this beautiful water
@DaMaGepy
Yes, i thought about your method, but it's too complicated and I really love 3D Skybox, so I will remove it only when the water will be essential; in any case, thank you for this beautiful water