underwater problem

Avatar
Kwinten
40 Posts
Posted Oct 10, 2015
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
Advertisement
Registered users don't see ads! Register now!
Avatar
Arachnaphob
412 Posts
Posted Oct 10, 2015
Replied 3 hours later
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.
Avatar
DaMaGepy
361 Posts
Posted Oct 10, 2015
Replied 3 hours later
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.
Avatar
Kwinten
40 Posts
Posted Oct 10, 2015
Replied 3 hours later
@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

"UnLitGeneric"
{
   "$basetexture" "skybox/[skybox side name]"
   "$nofog" 1
}

Thanks

Avatar
DaMaGepy
361 Posts
Posted Oct 11, 2015
Replied 22 hours later
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)?
Avatar
Kwinten
40 Posts
Posted Oct 13, 2015
Replied 1 day later

@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 ..

Avatar
josepezdj
2,386 Posts
Posted Oct 15, 2015
Replied 1 day later

Kwinten06 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:

"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...

Avatar
DaMaGepy
361 Posts
Posted Oct 15, 2015
Replied 4 hours later
...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
Avatar
Kwinten
40 Posts
Posted Oct 16, 2015
Replied 21 hours later
@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 water

That 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 ...

Advertisement
Registered users don't see ads! Register now!
Avatar
Kwinten
40 Posts
Posted Oct 16, 2015
Replied 1 minute later
@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