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QuArk question: Watery/non-watery textures?

by Nauris Krauze · in Artist Corner · 04/15/2003 (5:27 am) · 7 replies

My first attempts in mapping caused error upon compiling: "Cannot mix watery and non-watery textures on polyhedron." followed by "Brush entities (e.g. doors and plats) are not valid without any attached polyhedron."

I believe that "brush entities" part is refering to another error in my "map" but its hard to tell.
However, my question was:
what does "watery texture" means?

Map itself is manifest of simplicity, made for pure testing purposes, I sort of didnt toy with any texture values, simply applied textures to faces and positioned them.

Look, my guess is that this question gives me away as complete "noob" in mapping, but, if anyone does know what this "watery" business means and has spare 45 seconds, please help me.

Thanks in advance.
Nauris Krauze

About the author

Nauris Krauze is 2D designer/illustrator with 10 years experience in game development. Currently art director at 3Nstudio, working on games for social networks, occasionally doing some contract work.


#1
04/15/2003 (7:17 am)
I have gotten that error when I haven't applied a texture to one of polys of a brush. For example you have a cube and 5 of the sides have a texture applied and one side has no texture applied.
#2
04/15/2003 (7:31 am)
hmm, now that you say so, there might be a poly without a texture applied on it. I thought that polys which are invisible do not need this.


Also, how does really "Merge Polys" works? I selected the polygons and said them quietly: "Merge Polys" but it seems that nothing really happened. Shouldnt this command make the selection a whole? (and thus "erasing" invisible polygons which are "hidden" deep in the construction?)

I have browsed QuArk Infobase several times, it seems excellent source, but many things (mostly some basic ones) seems to be left out. QuArk seems to be very powerful tool, there just needs to be "Q..for Dummies" section":D
#3
04/15/2003 (8:30 am)
The error you get can also be caused by a Shape Builder / Duplicator ... In that case use the "dissociate Dupliactor image" - option in the context menu and reapply the textures. These builders sometimes generate invisible and/or untextured polys, too.
#4
04/15/2003 (9:43 pm)
Thanks.
Stefan, the problem was untextured polys as Kevin thought it might be, but I'll remember this as well for future cases:)

Thanks again.
#5
04/17/2003 (5:41 pm)
Brush entities such as portals, details must have a poly under them in the treeview to the left. The watery/non-watery error comes from other game uses but is also used to indicate lack of texture on a surface...use the NULL.jpg for surfaces you don't want seen.
#6
04/21/2003 (1:34 am)
what would we do without you, Desmond :) (and the rest of people willing to share, of course)
#7
04/21/2003 (1:56 am)
It automaticly selects the faces in question after you receive tha error :)