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Water Problems


HappyCheeze

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For some reason I can't make any swimmable water now.

 

I make my brush, make all faces but the surface nodraw. Pick my water texture, make it a atdm:liquid_water...

 

And it just looks like water, but no swimming. I can jump and fall right through it as if it weren't there.

 

I dmapped it and mapped and I don't know whats going on.

 

Anyone else having trouble with this? I just updated via SVN today

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happycheeze.deviantart.com

 

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Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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did you select the whole brush, rather than just the surfaces.. before converting to a water entity..?

 

the whole brush

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happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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Yes, this happened to me a few days ago. I could make no sense of it whatsoever. It was a normal tdm water entity, normal everything - just no splash, no swim, nothing. Yes, dmapped over and over. I even rebooted my PC just in case something was corrupted but just the same. It is very hard to see what can go wrong. Make a brush. Create entity tdm water (I forget the precise name.) How can there be a mistake?

 

It was only a single room test map so I deleted ... (erm, no I think I kept it for reference) and just made an identical one. This works fine. I mean it's the same basic room I use as a test map all I did was drag out another brush and make it water and now it works!

 

[EDIT] In your case, if you have an advanced map you can't rebuild then first try deleting the water brush and do it again. If that doesn't work, make a separate tiny test map with one room and make it in there. Test it. If OK, save the water as a prefab and import it into your main mission.

 

I can offer no logical explanation. :wacko:

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I usually make it a func_static first then change it to a atdm:liquid_water put the correct water color on the top side and the underneath texture on the water object.

 

eg.

 

classname atdm:liquid_water

name func_static5

model func_static5

origin x y z

underwater_gui guis\underwater\underwater_blue_thickmurk.gui

 

top texture textures/water_source/water_blue

other textures textures/common/nodraw

Edited by stumpy
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Here are my two. The first one works; the second one doesn't. The only difference I can see is that water texture appears to be on a different surface. Don't know that means because both were made as normal brushes, given nodraw then the top surface given the water texture. I don't see why the water texture is needed for the water functionality which is entirely in the entity AFAIK.

 

// entity 67
{
"classname" "atdm:liquid_water"
"name" "atdm_liquid_water_1"
"model" "atdm_liquid_water_1"
"origin" "-110 -282 44"
"underwater_gui" "guis\underwater\underwater_green_thinmurk.gui"
// primitive 0
{
brushDef3
{
( 0 0 1 -44 ) ( ( 0.015625 0 0 ) ( 0 0.015625 7.9375 ) ) "textures/water_source/water_green" 0 0 0
( 0 1 0 -86 ) ( ( 0.25 0 31 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -54 ) ( ( 0.25 0 0 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -44 ) ( ( 0.25 0 0 ) ( 0 0.25 31 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -86 ) ( ( 0.25 0 1 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -18 ) ( ( 0.25 0 0 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
}
}
}

 

// entity 68
{
"classname" "atdm:liquid_water"
"name" "atdm_liquid_water_1"
"model" "atdm_liquid_water_1"
"origin" "-112 -280 -16"
"underwater_gui" "guis\underwater\underwater_green_thinmurk.gui"
// primitive 0
{
brushDef3
{
( 0 0 1 -112 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -16 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 1 -88 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/water_source/water_green" 0 0 0
}
}
}

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Try deleting the *.cm and *.proc files and recompiling.

Did that.

I even tried it with an entirely new map. Same thing.

 

 

No, I just tried and it's still broken water even with a new cm and proc file.

So it seems Fidcal and I both experience this, anyone else?

*edit: I just redid it, I made the water texture on the bottom and it worked wacko.gif

 

So, its somehow reversed or something

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happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

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Here are my two. The first one works; the second one doesn't. The only difference I can see is that water texture appears to be on a different surface. Don't know that means because both were made as normal brushes, given nodraw then the top surface given the water texture. I don't see why the water texture is needed for the water functionality which is entirely in the entity AFAIK.

 

// entity 67
{
"classname" "atdm:liquid_water"
"name" "atdm_liquid_water_1"
"model" "atdm_liquid_water_1"
"origin" "-110 -282 44"
"underwater_gui" "guis\underwater\underwater_green_thinmurk.gui"
// primitive 0
{
brushDef3
{
( 0 0 1 -44 ) ( ( 0.015625 0 0 ) ( 0 0.015625 7.9375 ) ) "textures/water_source/water_green" 0 0 0
( 0 1 0 -86 ) ( ( 0.25 0 31 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -54 ) ( ( 0.25 0 0 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -44 ) ( ( 0.25 0 0 ) ( 0 0.25 31 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -86 ) ( ( 0.25 0 1 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -18 ) ( ( 0.25 0 0 ) ( 0 0.25 0 ) ) "textures/common/nodraw" 0 0 0
}
}
}

 

// entity 68
{
"classname" "atdm:liquid_water"
"name" "atdm_liquid_water_1"
"model" "atdm_liquid_water_1"
"origin" "-112 -280 -16"
"underwater_gui" "guis\underwater\underwater_green_thinmurk.gui"
// primitive 0
{
brushDef3
{
( 0 0 1 -112 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -16 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -32 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 1 -88 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/water_source/water_green" 0 0 0
}
}
}

 

I have nothing to contribute here, other than to note that your second (bad) brush has 7 sides.

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also something else a discovered recently -

I tried to split a very big/long brush into segments, which is did but when doing a r_showlightcount - it was still showing as one big brush. So I removed the light that was nearest and dmaped then put the light back and presto, the bush now appeared correcte with the showcountlight arg was used.

 

What I am saying is delete-dmap-recreate-dmap fixed it.

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I have nothing to contribute here, other than to note that your second (bad) brush has 7 sides.

Ah yes, I've been looking with wordwrap in a narrow zoomed view so the lines all ran over so I never noticed. That's the bad one. It's gained an extra side somehow. I know I made it as a normal brush then gave it nodraw to the whole thing, Afterwards, I gave the top surface a water texture. No wait. First I gave it all nodraw. Then I made it a water entity. Then I tested it because I wanted to try something with invisible water. When I found the water didn't work at all I forgot that and gave it a normal water surface. Still didn't work. I don't recall cutting it in any way. There's nothing visible in DR. It looks like a normal rectangular block with 6 sides. I'll keep that map in my museum of weird maps.
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I actually had this issue a few days ago to.

 

Made a caulk box (not what you think wink.gif ) and put a square brush in it, made it water, no draw, blue murky water on top. Go in game, jump in, die.OUCH.

 

Redid it four times, wouldn't work (this is simple stuff too).

 

Made a new test map, same thing. Applied 'clear cave water' works fine.

Dark is the sway that mows like a harvest

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I actually had this issue a few days ago to.

 

Made a caulk box (not what you think wink.gif ) and put a square brush in it, made it water, no draw, blue murky water on top. Go in game, jump in, die.OUCH.

 

Redid it four times, wouldn't work (this is simple stuff too).

 

Made a new test map, same thing. Applied 'clear cave water' works fine.

 

hmmmmm

 

@Baddcog and Fidcal

 

Have you guys had any torch problems lately?

 

Check my other thread http://forums.thedarkmod.com/topic/11550-torches-not-working/

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happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

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Nope torches are working fine. I did look at your pics yesterday but couldn't see what was going on, too dark, you need some arrows/descripts or something.

 

I changed water back to blue murking and no swim. Is that ONLY an overlay? I thought all water types were swimmable.

Dark is the sway that mows like a harvest

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Nope torches are working fine. I did look at your pics yesterday but couldn't see what was going on, too dark, you need some arrows/descripts or something.

 

 

 

If you couldn't see, the torches just had their flames, no giving off light. Fidcal told me to use tdm_update, so I did and than I got an error about line 1220 on a script file.

|=-=------=-=|

happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

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Nope

 

// entity 662
{
"classname" "atdm:liquid_water"
"name" "atdm_liquid_water_1"
"model" "atdm_liquid_water_1"
"origin" "192 420 -5850"
"underwater_gui" "guis\underwater\underwater_green_thinmurk.gui"
// primitive 0
{
brushDef3
{
( 0 0 1 -240 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/water_source/bluegrey_plain_flat_thickmurk" 0 0 0
( 0 1 0 -284 ) ( ( 0.0625 0 0 ) ( 0 0.0625 9.375 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -704 ) ( ( 0.0625 0 0 ) ( 0 0.0625 9.375 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -240 ) ( ( 0.0625 0 0 ) ( 0 0.0625 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -284 ) ( ( 0.0625 0 0 ) ( 0 0.0625 9.375 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -704 ) ( ( 0.0625 0 1 ) ( 0 0.0625 4.375 ) ) "textures/common/nodraw" 0 0 0
}
}
}

 

And it worked just fine last compile with 'clear cave water' on it.

 

But why does the underwater_gui have green murk, and the brush face has blue murk?

Dark is the sway that mows like a harvest

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The water surface texture is set completely independently. The underwater murk is an overlay set in the water entity. If the water is deep enough for the player to submerge then the matching surface overlay should be chosen. See below for details:

 

http://wiki.thedarkmod.com/index.php?title=Water#Coloured_and_Murky_Water

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