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Also, be sure all the requirements to get a working water are satisfied:
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 tools\toolsnodraw 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.
Areaportals may never cross the water surface.
Water does not seal the map.
Water does not work with brush entities, and should not be attached to an entity. Water brushes included in any brush entity will not render correctly. The only exception is func_water_analog.
(Pasted from Valve viki page: https://developer.valvesoftware.com/wiki/Adding_Water )
I also compiled smaller portions of within the area, to attempt to isolate if this was an issue with the area, or the water brush / texture. First around some buildings that are near the water, including the water, and also a small area where there were only water.
The bug persisted in all the tests, and none of the compile logs showed any signs of errors from interlopers.
This begs me to belive there is a problem with the water brush or texture, so i changed the texture to the one i have working in another part of the map already, and did the tests again, this proved the same result. So im then guessing there is a problem with the brush, which i dont understand. It follows all the requirements that you linked, but the problem is still persisting.
I've added a screenshot of the smallest cordon test i did ( - link removed - )
It is to my understanding that a cordon isolates the area, preventing leaks from going outside the cordon area, if im wrong there, let me know.
Im still clueless as to what the actual problem is here, but at least i now know its not necessarily a problem with the rest of the map.
This smaller one has the same problem, but saves space and time.
Edit: Using this smaller version, i've removed bits and compiled, to see if anything changed, untill i was left with the walls, skybox water and viscluster. I removed the viscluser, and the water rendered normally. Im gonna test this on the full map now, and see if this fixed the problem.
In the area with water, i had a viscluster cover the entire size of the area, as it was an open area with no blockages.
What fixed my issue was rising the viscluster to be above the water and make sure it didnt touch the water, and the problem was solved.
I was not aware this was a problem, i'll leave this here for future reference and for other people that might make the same mistake.
Thanks AlcyToronto, for guiding me in the right direction to finding the issue!