08-06-2007, 01:29 PM | #1 |
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water glitch!!!HELP!
Ok, so some of you know i'm working on a texture pack and i want it to include as much usefull stuff as possible, including water,skyboxes,lights, and grates. here is my problem, i've managed to get the water to show up fairly nicely in-game BUT along the edges you see the color(solid) of the water. anybody know how to fix this? also, if you dont like the water dont comment i still need to tweek it and i gave up when i couldnt figure this out.
also how do i get rid of the trash underneath the water?(the stuff thats floating in it) here are the DX70 water textures.(fallback versions of the above that are screwed up) thanks, and glad to see the forum back up!! WoOt!
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08-06-2007, 03:55 PM | #2 |
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apparently thats not a texture problem. ihad the same problem and the only fix is to make the top half func_walls/details
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08-06-2007, 04:01 PM | #3 |
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as in tie the water brush to a func_wall/detail entity? i thought that was a no no
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08-06-2007, 04:13 PM | #4 |
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do y'all like the colors? any suggestions? darker/lighter? clear(white)?
i will give y'all many options
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08-06-2007, 04:53 PM | #5 |
Custom mapper
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More subtle colours would work best in my view. So that's more see through and less saturated colours.
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08-06-2007, 05:14 PM | #6 |
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like the first SS? the next 4 are the dx70 versions. the regular ones(top SS) look very very nice just the edge that is messing up.
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08-06-2007, 05:30 PM | #7 | |
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Quote:
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08-06-2007, 05:31 PM | #8 |
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i guess ya'll could just make the water go into the wall enough to where you cant see the edge.
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08-06-2007, 05:36 PM | #9 |
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nah, that doesnt help
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08-06-2007, 05:44 PM | #10 |
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there has to be a way to fix those edges. i've tried googling and cant find anything!!
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08-06-2007, 07:12 PM | #11 |
Alcoholic Artist
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Make something that really resembles blood, that'd be bad ass.
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08-06-2007, 07:34 PM | #12 |
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will do, sounds good
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08-06-2007, 07:44 PM | #13 |
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and other liquids, like lava, etc
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08-06-2007, 09:06 PM | #14 |
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haha...ya know what..i was just sitting here and i realized i didnt put a water_lod_control in my map..maybe thats it?
so far: 3 different blues,reds,greens,yellows 1 clear 1 blood 1 lava any more? i'll work on them when i get home and post some SS's tomm.
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08-06-2007, 09:34 PM | #15 |
Banned
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semen plz
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08-06-2007, 09:57 PM | #16 |
Banned
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those are some cool water colors. i think it would only be appropriate to try to add white and black water colors. as it could go good with some types of themed maps.
hell make a full template of diff colors |
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08-06-2007, 10:04 PM | #17 |
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They look very saturated.
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08-06-2007, 10:07 PM | #18 | ||
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
Quote:
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08-06-2007, 11:40 PM | #19 |
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nah gambit, it makes a default one if you dont do it yourself.
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08-07-2007, 11:46 AM | #20 | |
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Quote:
now if you noclip just behind the wall, you see what the mirror sees and what gets moved a little inside the room becouse of the distortion. there is no way to fix this unless you put behind the wall another dark wall so it won't be noticed that fast but it will still be there. (the func_detail method mentioned above ), or you can use cheaper water: cubemaps don't see trough walls its also with valve's water textures. you see a saturated skybox instaid of a solid color |
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