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Water Inidicy Removal

#  Mar 26, 2009 at 8:39 PM
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[H]oi BoC 78912
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Specialty: Sniper
Steam ID: Bagofchips
 
I'm at 97.3% on my map, without any water.  I've searched and some people say that it's harmless, some say that it crashes servers, some say it has to do with water, and some say it doesn't.

I need an answer please ;(
#  Mar 26, 2009 at 8:55 PM
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trainRiderJ 78536
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It doesn't have to do with water, it has to do with func_detail brushes touching world geometry (I'm pretty sure).
Search around on tf2maps.net, this issue has come up before.
#  Mar 26, 2009 at 9:08 PM
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[H]oi BoC 78912
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The main bases on my map have a lot of little brushes on them that are func detailed.  If I don't detail them, I can't see vvis running in a reasonable time.  any idea on how to remedy this?  I looked up a few on tf2maps.net most reported their maps failing to work past 80%, which is weird since I was fine at 98%.

http://www.fpsbanana.com/maps/screens/86962?img=http://img2.fpsbanana.com/ss/maps/86962c.jpg SS example.  I'm talking about the white wood brushes on the red building.
#  Mar 27, 2009 at 7:50 AM
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trainRiderJ 78536
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I *think* this might be how to fix it.
Select all your func_detail brushes (use the auto visgroup feature). Hit control t and tie them all to the same func_detail. If that doesn't work, make them all world geometry again and then make them all func_detail at once.
#  Mar 27, 2009 at 8:21 AM
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[H]oi BoC 78912
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Steam ID: Bagofchips
 
I made a good chunk of them back to world geometry, then Ctrl T'd them all and compiled again.

instead of 98%, it's now at 98.2%


old: waterindices         64242/65536      128484/131072   (98.0%) VERY FULL!
new: waterindices         64332/65536      128664/131072   (98.2%) VERY FULL!
#  Mar 27, 2009 at 9:42 AM
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trainRiderJ 78536
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You have reached the limit of my knowledge.
#  Mar 27, 2009 at 10:13 AM
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#  Mar 27, 2009 at 10:56 AM
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Vigilante212 88134
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you might just have to make some stuff not func detail anymore.
#  Mar 27, 2009 at 11:57 AM
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Steam ID: Colonel Luxray
 
What if the little details around your base were made so they are 1 hammer unit away from whatever face they are touching, if possible. This way, (if water inidices are func_details touching regular brushes) you could lower that rate. It might work if you did it on the details that the player won't get too close to. It would take a while to do but it would work maybe.

What else...

If possible you could try removing some of the regular brushes or detail brushes and replacing them with props. Maybe you could get a good modeler here to make you some custom props to use.

That's all I can come up with.
#  Mar 27, 2009 at 12:25 PM
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Chro 77370
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If the bug is what train says it is, just move them in the proper direction by .01 or .001 unit (any smaller and it doesn't matter).  It should be small enough for it to not matter, i had to do this with wickedx because i have two different water levels in the 'same' water mass.  Most people don't understand that hammer cannot render two different water levels correctly when the water objects are touching eachother.  I just moved the one water cube over by .001 to separate them (.0001 didn't work), can't even get a breath of air in that distance so I'm going to assume visually (as long as the light works in your favor) that it will be unnoticeable.

Theres also one more option, make them all func_doors and then select the option to not open when touched.  So its a door that never opens no matter what, i think its almost as good as making something a func_detail efficiency wise.  Can't remember if it blocks light or visleafs.... i don't think it does.  It treats them like a func_detail so you'll still render stuff behind them so don't use it to split up areas.

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