glass and water

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Amaruve
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glass and water

Post by Amaruve » Wed Apr 16, 2008 3:10 pm

when if you were to make a cube with a water texture on all sides but the bottom, nodraw on the bottom and have it sit on the floor it'd like right from the top but the sides would not only have no texture but you could see right through the floor when looking through it. a likely example of this is an aquarium where water is surrounded by glass looking in the aquarium you will see sky (or in the absence of a skybox, the hall of mirrors effect) does anyone know how to correct this with out avoiding the scenario all together?
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J0eFr0
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Re: glass and water

Post by J0eFr0 » Wed Apr 16, 2008 10:19 pm

make only the outside faces of the glass the glass texture and everything else the nodraw, and same with the water, just the top water texture and everything else nodraw.

just a guess it makes sense in my head.
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Tuck
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Re: glass and water

Post by Tuck » Thu Apr 17, 2008 12:11 am

If you make a cube of water, it stays as a cube of water.
yyyyyy
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reaper4172
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Re: glass and water

Post by reaper4172 » Thu Apr 24, 2008 5:54 am

i am not a mapper for hl2 mods, but if its the same as hl1 or if you're talking about hl1.. all you need to is use a water texture and make the solid like any other but not an entity. water textures have a ! prefix in front of it. when you make the water an entity thats when the faces except the top one render transparent. if that is what you are talking about anyway.
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Amaruve
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Re: glass and water

Post by Amaruve » Thu May 01, 2008 11:11 pm

yep, HL1 mapping was so nice like that. but no source water is significantly more complicated.
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reaper4172
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Re: glass and water

Post by reaper4172 » Fri May 02, 2008 10:50 am

oh i see lol well well glad i clarified that i was basing my statement off hl1 then
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