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water_lod_control not used at all?

Discussion in Mapping Discussion started by Trond, Nov 30, 2013

  1. Jul 20, 2012
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  2. Jan 11, 2011
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    The most common cause for water not showing, is that you have the map leaked.
    Make sure it isn't (do a Load Pointfile). You don't need Water Lod Control at all. For the water, just make a brush (that doesn't leak into the void) made out of NoDraw on all faces. Then put a Water Texture on the top.
    Don't make it a Func_Water_Analog or anything, that is only used for moving water (like the one raising on Titanic Escape).
  3. Jul 20, 2012
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  4. Apr 9, 2012
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    Trond a water_lod_control is added automatically by the compile when it detecs if it's not there, so you shouldn't manually add it. You must have a leak as Kaemon explains because everything is UnlitGeneric (= no lighting).
    Perhaps you have a brush entity or any of the like, that is pointing outwards the boundaries of your map (set the little helpers on and see if a little circle in the viewports is outside of the map, or a purple sphere in the 3D viewport).

    Alternativly use Alt+P to see if it shows any errors that should not be there.

    In any case, make sure everything is inside the boundaries of your level, and make sure to add environment_light
  5. Mar 8, 2013
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    that red plank surface looks like a displacement. displacements don't seal the map, so you need to put a nodraw brush behind it to close the hole to the void.
    • Winner Winner x 1
    • Jul 20, 2012
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      yeuuu
      Trond, Nov 30, 2013 Last edited by Trond, Nov 30, 2013
    • May 31, 2012
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      http://www.sendspace.com/file/r18vl3

      As Satin said, you need to seal the map with solid brushes.

      EDIT: Also, avoid using power 4 displacements like the plague and apply them only over the visible surfaces, that is, select only the faces that will be seen when you're making displacements.
    • Jul 20, 2012
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      Thank you. Sorry for being a dork.