toxic slime not rendering properly?

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ezio160324
33 Posts
Posted Nov 22, 2013
Ok, I have followed multiple different tutorials on creating slime water, and can not get it to render properly in-game; instead, it just renders as if i was standing out in the void. Looking at it is just all black and it makes double vision (not literally, in-game). Any help? I know I don't have leaks so IDK what the problem is.
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User
630 Posts
Posted Nov 22, 2013
Replied 10 minutes later

Maybe you turned the Water into something like a func_brush,
If you make Water/Toxic:

  • All Faces should be nodraw except above the water,
  • It must be a World Brush
  • It shouldnt be rotated
  • Or you maybe used a " *_beneath" water texture
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ezio160324
33 Posts
Posted Nov 22, 2013
Replied 29 minutes later
I know it's not a "*_beneath" but I'll check on the other things. Thanks.
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ezio160324
33 Posts
Posted Nov 22, 2013
Replied 9 hours later
OK, something is up. It's fine if I make a map in PTI, but a map made in PTI and exported to Hammer and compiled from Hammer, same problem. I think it's Hammer.
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Arachnaphob
412 Posts
Posted Nov 22, 2013
Replied 2 hours later
What are your compile options? Did you modify anything between when you tested and exported? Also, if you go a certain distance above the water, does another weird looking layer appear? (That happened to me. IDK why, but I fixed it by keeping the water a world brush.) Could the water only work with cubemaps? (Weird, but I guess it's an idea to throw out there.)

Also, what do you mean by double vision? Can you maybe take a screenshot?

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iWork925
1,080 Posts
Posted Nov 22, 2013
Replied 1 hour later
Is your water brush surrounded by other brushes? I think water is non solid so it might not block light. That might be why you are getting that "double vision" or infinite mirror effect.
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ezio160324
33 Posts
Posted Nov 22, 2013
Replied 7 minutes later
@Arachnaphob my compile options are: BSP normal, VIS no, RAD fast. That might have something to do with it but I do it to speed up the compile process. I didn't think of that. @iWork925 yeah it is surrounded by other brushes but just walls. IDK maybe. Back @Arachnaphob no I didn't modify anything between testing and exporting. I also modified nothing in Hammer, just compiled. What do you mean by go a certain distance above the water? Using noclip? I haven't noclipped in the map honestly. If you mean in Hammer then no. As for cubemaps, I have one in the map. All tutorials I saw (except the VCD tut) said that an env_cubemap was required for the water to work correctly. It's weird. Maybe I will change my compile options.
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Arachnaphob
412 Posts
Posted Nov 22, 2013
Replied 29 minutes later
By going above, I meant noclipping in game. There was a weird bug that made the water black and put another layer of water above it. Anyways, Try setting VIS to at least fast. It seems that water gets buggy when you compile with VIS on no. :thumbup:
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ezio160324
33 Posts
Posted Nov 22, 2013
Replied 5 minutes later

Arachnaphob wrote:
By going above, I meant noclipping in game. There was a weird bug that made the water black and put another layer of water above it. Anyways, Try setting VIS to at least fast. It seems that water gets buggy when you compile with VIS on no. :thumbup:

Yeah, I'm stupid. I just set all to normal and it did go rather fast (but I made that map rather small). My bad. Sorry for the waste of time. Now if I could just solve this light bridge problem... :confused: But that's a whole other thread.

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Arachnaphob
412 Posts
Posted Nov 23, 2013
Replied 55 minutes later
Waste of time? Don't worry! The whole point of this section of the site is to help others! Anyways, Glad I could help.
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ezio160324
33 Posts
Posted Nov 23, 2013
Replied 22 minutes later
Thanks. I just added more to that map (a moving panel leading to a troll :biggrin: ). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime. :biggrin:
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Dafflewoctor
415 Posts
Posted Nov 23, 2013
Replied 17 minutes later

ezio160324 wrote:
Thanks. I just added more to that map (a moving panel leading to a troll :biggrin: ). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime. :biggrin:

I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:

OnChangeToAllTrue
[light bridge]
Enable

OnChangeToAnyFalse
[light bridge]
Disable

And for the two buttons

Button 1 outputs

OnPressed
[coop manager]
SetStateATrue

OnUnpressed
[coop manager]
SetStateAFalse

For button 2, the same outputs except use state b.

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ezio160324
33 Posts
Posted Nov 23, 2013
Replied 5 minutes later

Dr.Toaster Waffles wrote:
ezio160324 wrote:

Thanks. I just added more to that map (a moving panel leading to a troll :biggrin: ). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime. :biggrin:

I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:

OnChangeToAllTrue
[light bridge]
Enable

OnChangeToAnyFalse
[light bridge]
Disable

And for the two buttons

Button 1 outputs

OnPressed
[coop manager]
SetStateATrue

OnUnpressed
[coop manager]
SetStateAFalse

For button 2, the same outputs except use state b.

Yes!! What I was looking for!!