Anybody understand why liquids "randomly" fail com


(rgoer) #1

I’m working with GtkRadiant and q3map2 to map for JK2:JO. About a third of the time, I find a weird bug where liquids just fail to compile. They have a semi-transparent top and bottom surface, as if there was a body of liquid there, but when you dive in you get a dissatisfactory “thud” instead of a “splash” and it’s just normal air. Is this a bug on q3map2’s part, or am I doing something wrong? When I get a bad compile like this, I’ve found that if I fire Gtk back up, go over to the water brush and select it, then ctrl+s “Save” again, then recompile, the water works. Am I crazy?


(chavo_one) #2

Do you have nodraw applied to any faces of your water brush? Radiant doesn’t preserve brush face order inside the map file, so everytime you save the map, things get shuffled. If a face that is textured by something without ‘surfaceparm water’ gets listed first, then the brush will take on the characteristics of that shader.

If this is so, the best solution is to create a new shader called ‘waternodraw’ (or something like it) that has the parameters of nodraw in addition to ‘surfaceparm water’.


(Hewster) #3

Hey rgoer,

Now this is a problem i had way back… I nearly gave up mapping
because of it, cos it just didn’t make sence.

Chavo is correct, you need a “water_caulk” shader applied to the
sides of your water brush, somthing like this:


textures/common/caulk_water
{
	surfaceparm water
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
}

copy and paste this into your common.shader, then put this image:

in your textures/common folder.

Hewster


(Matt) #4

^


(rgoer) #5

Thanks Hewster. U r teh jesus ;^)

Seriously, though, that was quite helpful. I was probably just going to keep on banging my head against anything even remotely solid–that’s as close as I could get to a solution to this weirdness. :moo: :moo: :moo: