cant get water working properly
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Re: cant get water working properly
Posted by enigma27 on Sat Jan 15th at 8:27pm 2005


hi guys, got a problem that is naggin me to death....

im trying to make a sewer with water in the tunnel but im havin trouble getting the water to work.... ive included screenies to hopefully help

ok so i made a room and hollowed it out, now i watched a water tutorial and it said make a brush with nodraw texture which i have done and also make sure the brush touches each wall, i then cover the visible faces with the water texture and add a light and cubemap for good measure, now basicly above is what i get, any brush face with the no draw texture makes the wall it touches see through...

now if i make the water brush not touch the sides of the sewer wall obviously i get gaps which looks dumb....

ive included a pic of hammer at the point of which im editing to see if you can notice summin im doing wrong





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Re: cant get water working properly
Posted by Joe-Bob on Sat Jan 15th at 8:41pm 2005


Shame on you for that second picture! Not only is the filesize about 5 times larger than it needs to be, but you broke the message board by unnecessarily showing your second monitor.

The best I can tell you is to play around with those water textures, stick a cubemap with properties telling it to view that brush specifically, and try making it a world brush/making it a water entity.




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Re: cant get water working properly
Posted by enigma27 on Sat Jan 15th at 9:07pm 2005


just to update even if i texture all sides of the water block with the water texture looking down into the water it makes the walls see through like in the piccy above, but if i duck under the water it seems to work fine and it all looks lovley

so why is it makin the adjacent walls see through?





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Re: cant get water working properly
Posted by SuperCobra on Sat Jan 15th at 9:12pm 2005


what is wrong with everybody being so mean? joe-bob *cough*
[addsig]




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Re: cant get water working properly
Posted by Joe-Bob on Sat Jan 15th at 9:15pm 2005


So mean?
I think you're a little sensitive. He killed the boards, and I gave a light-hearted reply suggesting that he correct his screenshot.




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Re: cant get water working properly
Posted by enigma27 on Sat Jan 15th at 9:45pm 2005


i corrected my screeny



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Re: cant get water working properly
Posted by Leperous on Sat Jan 15th at 9:49pm 2005


No, keep all sides except the surface covered in NODRAW. Change your water texture if you're still having problems, and do what's been suggested (put in a cubemap, and try a water_lod_control)





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Re: cant get water working properly
Posted by enigma27 on Sat Jan 15th at 10:21pm 2005


ok ive tried different water textures and adding a water lod entitie but still no joy, under water looks fine but above water all the walls the water touches are see through...

damn this is bugging me





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Re: cant get water working properly
Posted by Bobv on Sat Jan 15th at 10:32pm 2005


Make sure you only have the water texture on top - sides and bottom are nodraw




Make sure you dont have a leak in your map! I had a similar problem when my map was leaking.




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Re: cant get water working properly
Posted by ReNo on Sat Jan 15th at 10:34pm 2005


Remember to use "buildcubemaps" in the console once you have loaded your map, it might have so effect.
[addsig]




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Re: cant get water working properly
Posted by enigma27 on Sat Jan 15th at 10:55pm 2005


hey is that reno from hlccl?

hey m8y its enigma from old kia





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Re: cant get water working properly
Posted by enigma27 on Sat Jan 15th at 11:49pm 2005


ok im guessing its a memory leak because if i use a 3d skybox that is scalled down using a world camera entity then i get the problem, but if i just draw a big hollow box round my map using the skybox texture then i works fine....

so im guessing a memory leak somewhere?

any easyway og finindg out where the leaks are?





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Re: cant get water working properly
Posted by Bobv on Sat Jan 15th at 11:55pm 2005


? quote:
ok im guessing its a memory leak because if i use a 3d skybox that is scalled down using a world camera entity then i get the problem, but if i just draw a big hollow box round my map using the skybox texture then i works fine....

so im guessing a memory leak somewhere?

any easyway og finindg out where the leaks are?




not a memory leak ...

look through your compile log - in the VIS section there might be a ****LEAKED**** or something, and itll tell you what entity leaked... check the tutorials section i think theres one one leaks.




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Re: cant get water working properly
Posted by enigma27 on Sun Jan 16th at 12:02am 2005



** Executing...
** Command: "c:gamessteamsteamappsenigma@enigma.gametribe.netsourcesdkbinvvis.exe"
** Parameters: -game "c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrike" -fast "C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp
reading c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.prt
704 portalclusters
2354 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 10953 visible clusters (0.00%)
Total clusters visible: 367329
Average clusters visible: 521
Building PAS...
Average clusters audible: 674
visdatasize:122926 compressed from 123904
writing c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp" "c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp"

thats what i get in if i just run the vis section on fast.... that give any hint?





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Re: cant get water working properly
Posted by Joe-Bob on Sun Jan 16th at 12:07am 2005


I've never run VIS on fast, what does it look like if you set it to normal?




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Re: cant get water working properly
Posted by enigma27 on Sun Jan 16th at 12:14am 2005


just doing it now, but since i put the large skybox around my map it takes ages even though i have deleted the box and gone back to the scaled down 3d sky box



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Re: cant get water working properly
Posted by SmeTskE on Sun Jan 16th at 12:29am 2005


I had this too today...

And I made a REALLY stupid mistake :/

My skybox was intersecting the floor of my tunnels... You where actually walking on the skybox instead of the floor of the tunnel... You might check that out too
[addsig]




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Re: cant get water working properly
Posted by ReNo on Sun Jan 16th at 12:33am 2005


Heya mate, it is indeed the same Reno. Welcome to the snarkpit
[addsig]




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Re: cant get water working properly
Posted by enigma27 on Sun Jan 16th at 12:39am 2005


ok vis run on normal gives me this


** Executing...
** Command: "c:gamessteamsteamappsenigma@enigma.gametribe.netsourcesdkbinvvis.exe"
** Parameters: -game "c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrike" "C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp
reading c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.prt
704 portalclusters
2354 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2244)
Optimized: 2937 visible clusters (0.00%)
Total clusters visible: 218665
Average clusters visible: 310
Building PAS...
Average clusters audible: 577
visdatasize:115456 compressed from 123904
writing c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp
37 minutes, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp" "c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp"

Running bsp on normal gives me this


** Executing...
** Command: "c:gamessteamsteamappsenigma@enigma.gametribe.netsourcesdkbinvbsp.exe"
** Parameters: -game "c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrike" "C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikematerials
Loading C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.vmf
"materials/vguilogos4u.vtf": cached version doesn't exist
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light (-225.00 -1806.00 -416.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 3072.0, -1083.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 3584.0, -1083.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 4096.0, -1083.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 3237.0, -1293.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 3237.0, -441.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 3237.0, -232.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 3749.0, -1083.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0, 3072.0, -1083.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_airexchange01...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (123752 bytes)
Building Physics collision data...
done (0) (239024 bytes)
Static prop models/props_vehicles/truck001a.mdl outside the map (20.00, 740.20, -508.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp
7 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 8

** Executing...
** Command: Copy File
** Parameters: "C:GamesSteamSteamAppsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp" "c:gamessteamsteamappsenigma@enigma.gametribe.netcounter-strike sourcecstrikemapsde_junkyard_testing.bsp"

anyone decifer that and tell me what could be wrong





Quote
Re: cant get water working properly
Posted by enigma27 on Sun Jan 16th at 1:25am 2005


ok its defintley to do with the 3d skybox

if i just enclose the whole map in a big hollow skybox texrure brush it all works fine

if i try and use a 3d sky box with a sky_camera entity the problems come back... but performance with the 3d skybox is better






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