Water texture problems
Whenever I create a brush that I plan on using for hazard water, I do the basic nodraw on all 6 sides with just the texture on the top and switching it to a func_water_analog. Well, for whatever reason, when I test my map, the hazard water texture itself is randomly displaced to another part of the map, instead of where I placed it in Hammer. It's just the texture, when I go to the area where it should be, I still hear the splash of water swimming. I tested it on different areas of my map and it still happens, though it displaces to different areas depending on where I put it. It almost seems like it has a certain amount of units it moves. I checked the settings to see if I was just being stupid and newbish, and even when I set everything on 0, for movement, speed, etc. It still happened.
I'd appreciate any help, though I apologize if there's some stupidly easy answer I'm missing.
On a side, smaller note, why is it again that certain brushes, in this instance, my panel brushes, are pitch black, even when the map's on fullbright? It bugs me and not sure where it's getting its lighting source from.
ciaspy123 wrote:
func_water_analog
func_water_analog is only used for "moving" water. If this is normal stationary water, then simply leave it as a world brush.
Also, thank you, P0rtalplayer, I'll get right on that.
Both water and displacement need to be world brushes. Not entities. Not func_brush, not func_detail, not anything. World brushes.
Now it's just acting freaky. It's transparent, looking into the void outside the map, but still acts as if I'm in water, even though I did not mark it as so. >.< I'll just assume I messed something up in my otherwise sloppy map.
I appreciate the help, though.
Here's the VMF if you're curious as to how the other parts of my map are. Please forgive the terrible, well, everything. I was more creating a rushed entryway to a puzzle than focusing on many things, like alignment. The water is under the panels.
If you need to resize things like hollowed-out rooms or complex objects, you should ungroup them first and adjust each brush individually. When you start resizing whole rooms as single objects, individual walls end up going off-grid, and it becomes very hard to fix leaks properly.
http://www.youtube.com/watch?v=DkNdzxZjRTU :From xdiesp
EDIT: I just realized I double posted sorry 
I sort of solved it by tieing the water brush to an entity (func_water_analog or func_brush, doesn't matter, can't remember) and set the origin to 0,0,0. This cause the water to render in the right place. However when moving the water as func_water_analog the water still renders in it's original place even though it's behavior shows its actually in the new place.