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Old 10-13-2012, 08:41 PM   #1
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Halp with water.

Does anyone know why my water tank looks like a big neon strip sign?

I made a nodraw, and then applied the water texture to it, i also tied it to a func_water_anolog, dunno if that changes anything.

Last edited by FDA_Approved; 10-13-2012 at 08:42 PM.
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Old 10-14-2012, 01:13 AM   #2
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haha i lold THIS is the exact reason i would never map, if i saw this as i was mapping my brain would ooze out of my ears... looks sooooooooooo difficult
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Old 10-14-2012, 03:48 AM   #3
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Try adding cubemaps, that or changing the opacity in the ents options. Its been a while since ive mapped so if cubemaps dont work i can fire up hammer again and find a solution for ya. If you dont understand how cubemapping works pm me on steam and ill walk you through it mang.

Also try recompiling with a different water texture.
This vid should help give you an idea of what each water texture looks like (some are for css, but as long as you include the materiel with the map it will work)
To reiterate though, cubemaps are huge with water and reflective textures. Esp their placement. But for experiments sake you can just put one in the middle of the room.
For faster and easier compiling to test certain areas if you have a large portion of the map done, look into cordon bounds too. It will only compile the area you have set.
Your map also looks to be fullbright so make sure your compiling with lighting on. (cant remember which one it is exactly)
[Make sure you have lights tho, obviously lol]

Last edited by reaper18; 10-14-2012 at 03:50 AM.
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