more questions. Created 19 years ago2005-03-30 19:35:41 UTC by gooch gooch

Created 19 years ago2005-03-30 19:35:41 UTC by gooch gooch

Posted 19 years ago2005-03-30 19:35:41 UTC Post #100254
Ok, i hear water cannont be applied in 2 different levels on the map? as in having some on a lower point in your map, then having more higher up in the map. is this true?

I have created a ramp, and the texture applies to it the wrong way, IE, the sides show the texture horizontally, but the ramp itself goes vertical, what am i doing wrong?

Still need to know how to scale objects from maya into HWE... unsure how to get the measurments right between these 2 programs... thanks.
Posted 19 years ago2005-03-30 20:08:50 UTC Post #100267
I think you can only have water at one level, but I may be wrong! You could try compiling a map with water at two levels.

To fix the texture, you'll have to open the texture application tool from the left menu, select the offending texture and change it's rotation. This tool also has very useful commands such as centre the texture on the brush 'C' and fit the texture 'F'. Have a play around.
Posted 19 years ago2005-04-01 00:21:35 UTC Post #100460
There may be only one water level height in a PVS if the water is expensive.
Posted 19 years ago2005-04-01 22:21:09 UTC Post #100733
Man, that was the most description thread title I've ever seen.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 19 years ago2005-04-02 04:58:57 UTC Post #100775
I'm pretty sure the texture application mode in HL1-based tutorial would enlighten you somewhat.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-02 08:08:24 UTC Post #100832
I am sure HL2 maps have had a few different level water areas.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-04-02 13:46:11 UTC Post #100893
I"ve been thinking about that, too, and I don't think they did between transitions.
Posted 19 years ago2005-04-02 16:43:51 UTC Post #100935
Did anyone notice There may be only one water level height in a PVS if the water is expensive.?

They're in different PVS's, if there's expensive water in two areas of a map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-02 21:56:44 UTC Post #101000
Here's from the SourceSDK Documentation

[quote]Adding Water to a Level

Water is a very complex shader inside of the Source engine: it is animated, reflective, fogged, refractive, and bump mapped. With this complexity come rules and restrictions on how it is placed and what sort of water is used in different situations.
?Expensive? Water

This sort of water is the best looking, but also carries the most cost. This shader will reflect the world around it, refract and fog the world beneath it (based on the line integral through the water volume), and animate a bump mapped texture on the surface. While the results are photo-realistic, the cost can sometimes be too prohibitive for complex scenes.
?Cheap? Water

For situations where a more simplistic water solution is called for (normally for performance reasons), ?cheap? water may be used. This version of water does not reflect the world around it, making it less realistic, but also much cheaper. Expensive water will ?fallback? to cheap water on video cards that are unable to support the features necessary for it to render properly. It will also fallback to this material if the user overrides the visual quality setting for water?s appearance in the Video options in-game.
Requirements

To make it perform efficiently, water also has a collection of rules regarding its placement and usage inside of a map:
* There may be only one water level height in a PVS if the water is expensive.
* ?Expensive? and ?cheap? water may not be used simultaneously in the same PVS.
* The water?s surface should never slope in the Z-axis; it should always be parallel to the horizon line in a map.
* Water is created by applying a water material to the top-most surface of a brush, while covering the remaining faces with the toolstoolsnodraw material.
* The water_lod_control entity controls the distance at which expensive water transitions into cheap water.
* An env_cubemap entity must be present for the water surface to render properly on sub-DX9 hardware.
Note: Water is not a brush entity, and should not be attached an entity. Water brushes included in any brush entity will not render correctly.[/quote]
Posted 19 years ago2005-04-03 09:41:26 UTC Post #101105
What does a PVS stand for, may I ask?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-03 11:03:16 UTC Post #101118
something to do with the players view?
Posted 19 years ago2005-04-03 11:50:06 UTC Post #101126
I searched it on google and came with weird stuff.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-04-03 12:04:18 UTC Post #101129
Something something surface?

I tried Googling, looking at the SDK's doc., etc., can't find anything.
Seventh-Monkey Seventh-MonkeyPretty nifty
You must be logged in to post a response.