prop_static & water problems

Quote from RectorRocks on March 9, 2013, 7:56 pmiSpectra wrote:Everything is working fine now, except the water (works only with one specific slime texture). I noticed that when I compile the map, I get a yellow message that says "Water LOD missing".You need a water_lod_control in your map whenever you have water.
You can see how its being used here:
euIWMq_JJm0
You need a water_lod_control in your map whenever you have water.
You can see how its being used here:
euIWMq_JJm0
Quote from iSpectra on March 9, 2013, 8:04 pmOkay, thank you. I'll implement that and check if the custom textures will work afterwards.
Okay, thank you. I'll implement that and check if the custom textures will work afterwards.
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Quote from Lpfreaky90 on March 10, 2013, 12:42 amRectorRocks wrote:You need a water_lod_control in your map whenever you have water.Are you sure? Hammer always tells me that it can't find one and falls back to the default one.
(which is also used when I manually place one; cuz I never change the settings of the lod control anyways)
Are you sure? Hammer always tells me that it can't find one and falls back to the default one.
(which is also used when I manually place one; cuz I never change the settings of the lod control anyways )

Quote from RectorRocks on March 10, 2013, 12:48 amLpfreaky90 wrote:Are you sure? Hammer always tells me that it can't find one and falls back to the default one.
(which is also used when I manually place one; cuz I never change the settings of the lod control anyways)
Well, I'm just answering his question. Since he said "Water lod missing", that would mean a missing water_lod_control. Thats why I just said that he needed a water_lod_control
Haha, I didn't change the settings of the lod control too
(which is also used when I manually place one; cuz I never change the settings of the lod control anyways

Well, I'm just answering his question. Since he said "Water lod missing", that would mean a missing water_lod_control. Thats why I just said that he needed a water_lod_control
Haha, I didn't change the settings of the lod control too

Quote from josepezdj on March 10, 2013, 3:41 amiSpectra wrote:Everything is working fine now, except the water (works only with one specific slime texture). I noticed that when I compile the map, I get a yellow message that says "Water LOD missing".What is the water texture you're using finally? does it keep being "water_riverbed03.vmt"? If so you could try 2 things:
1. Add the proxy "WaterLOD" at the end of your water material exactly as shown below:
- Code: Select all
"Water"
{
"Water_DX80"
{
"$refractamount" ".2"
}
"Water_DX81"
{
"$refractamount" ".2"
}"$abovewater" 1
"%compilewater" 1
"$forceexpensive" 1
"$reflectentities" 0
"$envmap" "env_cubemap"
"%tooltexture" "dev/water_normal"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "2""$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "8"
// "$reflecttint" "[1 1 1]""$scale" "[1 1]"
"$bumpmap" "dev/water_dudv"
"$normalmap" "dev/water_normal""$surfaceprop" "water"
"$bottommaterial" "nature/toxicslime002a_beneath" //?ndern? Zu Dunkel?
"$bumpframe" "0""$fogenable" 1
"$fogcolor" "{15 32 36}"
// "$fogcolor" "{22 47 53}"
"$fogstart" 1.00
"$fogend" 192.00"$scroll1" "[.01 .01 .05]"
"$scroll2" "[-.015 .015 .015]""Proxies"
{
// "AnimatedTexture"
// {
// "animatedtexturevar" "$normalmap"
// "animatedtextureframenumvar" "$bumpframe"
// "animatedtextureframerate" 15.00
// }"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .01
"texturescrollangle" 25.00
}
"WaterLOD"
{
}
}
}2. If that doesn't work, try erasing the part:
- Code: Select all
"Water_DX80"
{
"$refractamount" ".2"
}
"Water_DX81"
{
"$refractamount" ".2"
}Good luck.
What is the water texture you're using finally? does it keep being "water_riverbed03.vmt"? If so you could try 2 things:
1. Add the proxy "WaterLOD" at the end of your water material exactly as shown below:
- Code: Select all
"Water"
{
"Water_DX80"
{
"$refractamount" ".2"
}
"Water_DX81"
{
"$refractamount" ".2"
}"$abovewater" 1
"%compilewater" 1
"$forceexpensive" 1
"$reflectentities" 0
"$envmap" "env_cubemap"
"%tooltexture" "dev/water_normal"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "2""$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "8"
// "$reflecttint" "[1 1 1]""$scale" "[1 1]"
"$bumpmap" "dev/water_dudv"
"$normalmap" "dev/water_normal""$surfaceprop" "water"
"$bottommaterial" "nature/toxicslime002a_beneath" //?ndern? Zu Dunkel?
"$bumpframe" "0""$fogenable" 1
"$fogcolor" "{15 32 36}"
// "$fogcolor" "{22 47 53}"
"$fogstart" 1.00
"$fogend" 192.00"$scroll1" "[.01 .01 .05]"
"$scroll2" "[-.015 .015 .015]""Proxies"
{
// "AnimatedTexture"
// {
// "animatedtexturevar" "$normalmap"
// "animatedtextureframenumvar" "$bumpframe"
// "animatedtextureframerate" 15.00
// }"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .01
"texturescrollangle" 25.00
}
"WaterLOD"
{
}
}
}
2. If that doesn't work, try erasing the part:
- Code: Select all
"Water_DX80"
{
"$refractamount" ".2"
}
"Water_DX81"
{
"$refractamount" ".2"
}
Good luck.
Quote from TopHATTwaffle on March 11, 2013, 2:46 pmJust checking in to make sure the water issue was resolved. If not, let me know. I believe I know what the issue is. They can be quite a pain to get working, and I did my best to make them work for all games, but sadly Portal 2 was not released when I made that package.
Just checking in to make sure the water issue was resolved. If not, let me know. I believe I know what the issue is. They can be quite a pain to get working, and I did my best to make them work for all games, but sadly Portal 2 was not released when I made that package.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from iSpectra on March 26, 2013, 8:20 pmHi guys,
I'm very sorry for not replying. I will take a look at the water textures again soon, but first I have to fix other things in my maps, since I released two of them lately and they're in priority now.
@TopHATTwaffle; Thank you very much for checking back!
Best Regards,
iSpectra
Hi guys,
I'm very sorry for not replying. I will take a look at the water textures again soon, but first I have to fix other things in my maps, since I released two of them lately and they're in priority now.
@TopHATTwaffle; Thank you very much for checking back!
Best Regards,
iSpectra
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