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Water texture problems

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I apologize if this is somewhere that I haven't found, but...

Whenever I create a brush that I plan on using for hazard water, I do the basic nodraw on all 6 sides with just the texture on the top and switching it to a func_water_analog. Well, for whatever reason, when I test my map, the hazard water texture itself is randomly displaced to another part of the map, instead of where I placed it in Hammer. It's just the texture, when I go to the area where it should be, I still hear the splash of water swimming. I tested it on different areas of my map and it still happens, though it displaces to different areas depending on where I put it. It almost seems like it has a certain amount of units it moves. I checked the settings to see if I was just being stupid and newbish, and even when I set everything on 0, for movement, speed, etc. It still happened.

I'd appreciate any help, though I apologize if there's some stupidly easy answer I'm missing.

On a side, smaller note, why is it again that certain brushes, in this instance, my panel brushes, are pitch black, even when the map's on fullbright? It bugs me and not sure where it's getting its lighting source from.

ciaspy123 wrote:
func_water_analog

func_water_analog is only used for "moving" water. If this is normal stationary water, then simply leave it as a world brush.

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Quick note, your black brushes are because you are using textures with _vertex on the end. Switch to the normal variety to fix it.

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Well, tested it as a func_brush and a basic func_detail. The same displacement happens as a func_crush, but the texture becomes invisible as a func_detail. Though it still casts shadows, as evidenced by the spotlight I put over it. How odd.

Also, thank you, P0rtalplayer, I'll get right on that.

Okay now I'm confused. Are you talking about water? Or a displacement?

Both water and displacement need to be world brushes. Not entities. Not func_brush, not func_detail, not anything. World brushes.

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Now it's just acting freaky. It's transparent, looking into the void outside the map, but still acts as if I'm in water, even though I did not mark it as so. >.< I'll just assume I messed something up in my otherwise sloppy map.

I appreciate the help, though.

Here's the VMF if you're curious as to how the other parts of my map are. Please forgive the terrible, well, everything. I was more creating a rushed entryway to a puzzle than focusing on many things, like alignment. The water is under the panels.

http://www.mediafire.com/?bnlr7bp63ssuf5u

Your map has a leak, which is why the water isn't rendering properly. You won't like my suggestion, but here it is anyway: Start again from scratch, and this time keep all the brushes on the grid. It looks like you have created things in groups (using the hollow tool, or copying them from elsewhere), then resized them afterwards. This is a bad idea in general.

If you need to resize things like hollowed-out rooms or complex objects, you should ungroup them first and adjust each brush individually. When you start resizing whole rooms as single objects, individual walls end up going off-grid, and it becomes very hard to fix leaks properly.

Ah, okay. I understand. And it wasn?t much of a level anyway, I was still learning the basics of the Portal 2 hammer, which is why it took me a while, but now that I know most of it, it shouldn?t take me more than an hour to get back to where I was. I appreciate the help, and I?ll be sure not to do so much resizing.

If you are new to using Hammer or the Source SDK, you should read all of these articles. And maybe this as well.

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You need some "special" textures from hl2 in order to be able to render correctly on a func_water_analog.

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