How can i add Water ?? Created 18 years ago2006-03-22 22:21:30 UTC by DarthRevan DarthRevan

Created 18 years ago2006-03-22 22:21:30 UTC by DarthRevan DarthRevan

Posted 18 years ago2006-03-22 22:21:30 UTC Post #170346
Hi there , i?ve alredy tried evrything , but not works.
i need i help about water, how can i add a fuc*** block of water in my cs source map ?Do i need a skybox , a water control entity or a cubemap ??? plz teech me, i?m completely lost , i wanna know how can i add fire and how to add breakabble floor , like glassfloor, thanks :)
Posted 18 years ago2006-03-23 00:56:34 UTC Post #170359
MAke a brush with nodraw, texture top with water. Thats it. Water controllers are for fade out to cheap water. Almost any question you could ask is answered in the Valve developer WIKI. Look there next time, or the tutorials here.
Posted 18 years ago2006-03-23 01:57:30 UTC Post #170365
glassfloor is i remember correctly is make a brush, top texture is glass and then tie it to the entity func_breakable
Posted 18 years ago2006-03-23 07:06:48 UTC Post #170399
Why am I not suprised this person is mapping for cs:s
Posted 18 years ago2006-03-23 07:14:35 UTC Post #170400
Take a look at the example maps in your sdk folders. That's what they are for there - you can even see how de_cbble was made...
Posted 18 years ago2006-03-23 10:30:43 UTC Post #170411
do i need to tie a entity to the water ???
Posted 18 years ago2006-03-23 10:49:14 UTC Post #170412
yeah i made it but the water sux , its invisible and when u touch it its normal , but u cant see the water and when i shoot the water dont splash !

SRY For bsd english :PP :D
Posted 18 years ago2006-03-23 11:45:22 UTC Post #170415
YOu have a leak. When the water is invisible its a leak. READ VALVE DEVELOPER WIKI. EVERYTHING IS THERE. (Water does not need to be tied to an entity)

http://developer.valvesoftware.com/wiki/Leaks_Explained#Finding_leaks

Dont just come here asking question after question. All these answers are there in the link. Browse the Wiki and you will find all your answers.

EDIT: Cubemaps are for lighting. :( READ BEFORE MAPPING!!!!!!!!!!!!!!!!!!!!!!!!!!
Posted 18 years ago2006-03-23 12:09:15 UTC Post #170424
i think its not a leak , i search all map and i dont find any. the water very sux !
Posted 18 years ago2006-03-23 12:21:01 UTC Post #170426
Take a look at your compile log, if you've got a leak then you'll see a report about it in there.

And indeed, read those articles. Without them you're gonna have a hard time mapping indeed.
Posted 18 years ago2006-03-23 18:24:53 UTC Post #170521
i?ve alredy readed them , and i found a leak now , i corrected it and there?s no more leak in the compile log and the water still sux :cry:
Posted 18 years ago2006-03-23 18:27:08 UTC Post #170522
ops i found othe one :
Entity func_breakable (-256.00 -64.00 112.00) leaked!
how can i correct it ???
Posted 18 years ago2006-03-23 18:32:12 UTC Post #170525
Find the leak and seal it...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-23 18:42:29 UTC Post #170530
i cant find it ,
Posted 18 years ago2006-03-23 18:45:28 UTC Post #170531
Hmm well try harder or load a pointfile and follow the red line that pin-points where the leak is.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-23 18:50:14 UTC Post #170532
i found it , i deleted the object , but other leaked too and i need to delet it to make work , i dont wanna erase all my map :(
Posted 18 years ago2006-03-23 19:33:56 UTC Post #170559
Don't delete these objects - they're simply the entity most close to the leak usually. That Leaks article explained it (but indeed not very clear - I've added a small part to clarify this now).

You should find the place where the void connects with your playable area. Look in the vicinity of the mentioned entity, hide all entities and look for small gaps between brushes. Works for me every time. Alternately, loading the pointfile in-game may lead you to the leak, too.
Posted 18 years ago2006-03-23 21:44:29 UTC Post #170583
WTF is pointfile XD im start to u understand,but how can i hide all entitys and find a a void conection ?
Posted 18 years ago2006-03-24 01:14:21 UTC Post #170595
If you read the Valve Wiki how could you not understand? Load pointfile. The entity is used as a starting point to find the leak. Its not the entity. Go to map, load pointfile and follow the red line. Try using dev water exp for better looking. PLEASE READ THOSE ARTICLES! Dont come back here with every little step and question. Its not hard, figure it out.
Posted 18 years ago2006-03-24 10:42:00 UTC Post #170668
i read the entire article , i load the pointfile , and it point to the glassfloor , but i cant find the leak , my walls are bigger than needed , can be this the leak ?
Posted 18 years ago2006-03-24 11:02:58 UTC Post #170673
Are any of your exterior walls tied to entities?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-24 11:24:50 UTC Post #170677
some walls have the entity func_deatail , is this wrong ?
Posted 18 years ago2006-03-24 11:35:13 UTC Post #170679
If you actually read abput leaks you would of known that func_details CANNOT seal the world. Please read carefully next time.
Posted 18 years ago2006-03-24 11:41:38 UTC Post #170683
my english is not very good , so plz help me , how can i seal the world if all my wall and thing are func_details ?
Posted 18 years ago2006-03-24 12:34:47 UTC Post #170690
By making them normal brushes, not entities... There's a 'To World' button for that in the right panel, next to the 'To Entity' button...

As for hiding all entities, take a look at the side panel in Hammer, there's a block that deals with visibility groups there. Go to the tab that contains the auto-groups or however they're called, and untick the entity groups.
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