Put it in a fully built (vrad, cubemaps, the whole thing) test map. If it still doesn't work, I'd try just using normal LightmappedWhatever and skipping the func_reflective_glass step.
It turns out to be the presence of water in the map. When i remove all water the waterfall works, with water it glitches. So once again my attempts to make something different goes down the drain. I'll get back to making displacements now.
I can do you a particle effect for the waterfall perhaps. It'll look better than a refracting material.
For the entire waterfall? I was planning on asking you to do the watery fog/mist if i could get the waterfall working. If you can make the entire waterfall with particle effects and you're willing to then that would be very nice yes. You'd need the measurements right? What if i want to increase the cliff height later, would it be possible to make the existing waterfall effect also bigger without much work or would you have to make a new waterfall entirely? I'm just asking so i know if i should nearly finish the map before asking you to do the waterfall.
I can do the entire waterfall. I can probably make it scale, and I will need width measurements. The quickest way is to give me a simply VMF containing nothing but the waterfall, make sure it's in the same direction that it will be facing in the final version, height changes are okay, direction changes are not.
That's probably because it's using LightmappedReflective and func_reflective_glass. Doesn't matter anyway, particles for a waterfall are so much more win. (Regarding the tutorial, it seems awfully silly to integrate a feature that's incompatible with water into a waterfall, don't you think?)
I do. I'm sure of it though. Even a pont of water of 1 meter x 1 meter on the other side of the map caused the waterfall to glitch. If the tutorial maker doesn't have that problem, i have no idea why. The shader itself was created by valve for use on mirrors or wet surfaces, not water anyway. I trust in empty so i'm sure i'll have a good looking waterfall in the end. btw empty ... take your time man, this map is brand new and will take MONTHS before even a simple beta will be released. I understand particle effects for the game itself are way more important and urgent then for custom maps. EDIT: Would mappers be interested in layouts like i've posted in this topics first post (the 3 informational images)? I have tons of vague ideas but i can only make 1 map at a time. If people were interested in it i could certainly make more layouts which you can then adjust to your personal taste and bring to life in hammer. Just note that my ideas will always have nice looking terrain as biggest feature. Nothing prevents you from filling it with concrete everywhere though.
>.< Cyberkun's pink waterfall of fail shouldn't be repeated. j/k I like the smoke effects coming from it, but it needs a texture to really see the it better imo.
I've started making the displacements. http://dl.getdropbox.com/u/234836/emp_a2009/1.jpg http://dl.getdropbox.com/u/234836/emp_a2009/2.jpg http://dl.getdropbox.com/u/234836/emp_a2009/3.jpg Just WiP I just had one of my breaks from mapping and only started working on it again today. Just thought i'd show something so you know it's still being worked on.
as unpolished as it is, it currently looks better than some maps i can think of ... thats what i mean ...
does the term WIP tell you anything ... ... have a look at maps like bush, ward or ... err ... however that map with the bridge in center is called ... to see that silk always delivers quality work. damit even vehicletraining looks nice ...
I'm hoping to do it different this time. First versions of arid, bush and vehicletraining looked like crap. They only got playable cause i kept working on them. With this one i hope to get things almost right from the first time. Not entirely ... but almost. Unfortunately this means don't expect anything before spring 2010, and that's not a joke.