cant get water working properly

cant get water working properly

Re: cant get water working properly Posted by enigma27 on Sat Jan 15th 2005 at 8:27pm
enigma27
13 posts
Posted 2005-01-15 8:27pm
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 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

User posted image

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
Re: cant get water working properly Posted by Joe-Bob on Sat Jan 15th 2005 at 8:41pm
Joe-Bob
180 posts
Posted 2005-01-15 8:41pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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.
Re: cant get water working properly Posted by enigma27 on Sat Jan 15th 2005 at 9:07pm
enigma27
13 posts
Posted 2005-01-15 9:07pm
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 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?
Re: cant get water working properly Posted by SuperCobra on Sat Jan 15th 2005 at 9:12pm
SuperCobra
184 posts
Posted 2005-01-15 9:12pm
184 posts 28 snarkmarks Registered: Jan 2nd 2005 Location: Oregon,USA
what is wrong with everybody being so mean? joe-bob cough
Re: cant get water working properly Posted by Joe-Bob on Sat Jan 15th 2005 at 9:15pm
Joe-Bob
180 posts
Posted 2005-01-15 9:15pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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.
Re: cant get water working properly Posted by enigma27 on Sat Jan 15th 2005 at 9:45pm
enigma27
13 posts
Posted 2005-01-15 9:45pm
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 2005
i corrected my screeny
Re: cant get water working properly Posted by Leperous on Sat Jan 15th 2005 at 9:49pm
Leperous
3382 posts
Posted 2005-01-15 9:49pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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)
Re: cant get water working properly Posted by enigma27 on Sat Jan 15th 2005 at 10:21pm
enigma27
13 posts
Posted 2005-01-15 10:21pm
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 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
Re: cant get water working properly Posted by Bobv on Sat Jan 15th 2005 at 10:32pm
Bobv
198 posts
Posted 2005-01-15 10:32pm
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
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.
Re: cant get water working properly Posted by ReNo on Sat Jan 15th 2005 at 10:34pm
ReNo
5457 posts
Posted 2005-01-15 10:34pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Remember to use "buildcubemaps" in the console once you have loaded your map, it might have so effect.
Re: cant get water working properly Posted by enigma27 on Sat Jan 15th 2005 at 10:55pm
enigma27
13 posts
Posted 2005-01-15 10:55pm
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 2005
hey is that reno from hlccl?

hey m8y its enigma from old kia :smile:
Re: cant get water working properly Posted by enigma27 on Sat Jan 15th 2005 at 11:49pm
enigma27
13 posts
Posted 2005-01-15 11:49pm
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 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?
Re: cant get water working properly Posted by Bobv on Sat Jan 15th 2005 at 11:55pm
Bobv
198 posts
Posted 2005-01-15 11:55pm
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
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.
Re: cant get water working properly Posted by enigma27 on Sun Jan 16th 2005 at 12:02am
enigma27
13 posts
Posted 2005-01-16 12:02am
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 2005
** Executing...
** Command: "c:\games\steam\steamapps\enigma@enigma.gametribe.net\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike" -fast "C:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp
reading c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_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:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp" "c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp"

thats what i get in if i just run the vis section on fast.... that give any hint?
Re: cant get water working properly Posted by Joe-Bob on Sun Jan 16th 2005 at 12:07am
Joe-Bob
180 posts
Posted 2005-01-16 12:07am
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
I've never run VIS on fast, what does it look like if you set it to normal?
Re: cant get water working properly Posted by enigma27 on Sun Jan 16th 2005 at 12:14am
enigma27
13 posts
Posted 2005-01-16 12:14am
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 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
Re: cant get water working properly Posted by SmeTskE on Sun Jan 16th 2005 at 12:29am
SmeTskE
11 posts
Posted 2005-01-16 12:29am
SmeTskE
member
11 posts 11 snarkmarks Registered: Jan 2nd 2005 Occupation: Mapper Location: Belgium
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 :wink:
Re: cant get water working properly Posted by ReNo on Sun Jan 16th 2005 at 12:33am
ReNo
5457 posts
Posted 2005-01-16 12:33am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Heya mate, it is indeed the same Reno. Welcome to the snarkpit :smile:
Re: cant get water working properly Posted by enigma27 on Sun Jan 16th 2005 at 12:39am
enigma27
13 posts
Posted 2005-01-16 12:39am
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 2005
ok vis run on normal gives me this

** Executing...
** Command: "c:\games\steam\steamapps\enigma@enigma.gametribe.net\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike" "C:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp
reading c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_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:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp
37 minutes, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp" "c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp"

Running bsp on normal gives me this

** Executing...
** Command: "c:\games\steam\steamapps\enigma@enigma.gametribe.net\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike" "C:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\materials
Loading C:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.vmf
"materials/vgui\logos\4u.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:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_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:\Games\Steam\SteamApps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp" "c:\games\steam\steamapps\enigma@enigma.gametribe.net\counter-strike source\cstrike\maps\de_junkyard_testing.bsp"

anyone decifer that and tell me what could be wrong
Re: cant get water working properly Posted by enigma27 on Sun Jan 16th 2005 at 1:25am
enigma27
13 posts
Posted 2005-01-16 1:25am
enigma27
member
13 posts 1 snarkmarks Registered: Jan 15th 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
Re: cant get water working properly Posted by Bobv on Sun Jan 16th 2005 at 1:57am
Bobv
198 posts
Posted 2005-01-16 1:57am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
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
look at your compile log...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

**** leaked ****

Entity light (-225.00 -1806.00 -416.00) leaked!

go check that light.. it's either outside, or there's a hole close to it