water

water

Re: water Posted by Murdoc on Fri Jun 10th 2005 at 3:53am
Murdoc
16 posts
Posted 2005-06-10 3:53am
Murdoc
member
16 posts 32 snarkmarks Registered: Mar 7th 2005 Occupation: Videographer Location: United States
I've created a large box textures it with the nodraw, then textured
only the top of the box with nature/water_canals_03, I then set a water
lod above the water(and c and place an envcubemap above the water also.
It show in hammer of cousre but after i compile the map the water is
invisible. you can jump into it and swim through it and it even is
visible underwater but you cannot see the top of the water. It looks
like plain terrain when you look at it. any ideas, or any apparent
errors on my part?
Re: water Posted by Campaignjunkie on Fri Jun 10th 2005 at 5:19am
Campaignjunkie
1309 posts
Posted 2005-06-10 5:19am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
What DX Level are you running HL2 at? Are there any compile errors with
your map? Post your compile log here, I need more information. Also,
make sure you run "buildcubemaps" via the console in-game.
Re: water Posted by Madedog on Fri Jun 10th 2005 at 5:27am
Madedog
487 posts
Posted 2005-06-10 5:27am
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
You should run VIS, I think you haven't, but the Water requires VIS to be run (even on Fast).

So... I guess that's the problem. Run VIS and it should be OK.
HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee
Re: water Posted by Murdoc on Fri Jun 10th 2005 at 9:30pm
Murdoc
16 posts
Posted 2005-06-10 9:30pm
Murdoc
member
16 posts 32 snarkmarks Registered: Mar 7th 2005 Occupation: Videographer Location: United States
Ok I had VIS on but its still not doing anything i tried fast and
normal, also I opened console and built cubemaps. here my compile log

** Executing...

** Command: "c:\program files\valve\steam\steamapps\murdocian\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp"
"C:\Program Files\Valve\Steam\SteamApps\murdocian\half-life 2
deathmatch\hl2mp\maps\dm_mine"

Valve Software - vbsp.exe (Jan 19 2005)

2 threads

materialPath: c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp\materials

Loading C:\Program Files\Valve\Steam\SteamApps\murdocian\half-life 2 deathmatch\hl2mp\maps\dm_mine.vmf

fixing up env_cubemap materials on brush sides...

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

**** leaked ****

Entity info_ladder_dismount (-128.00 -2230.00 -961.67) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-202.2, -780.0, -420.0)

Leaf 0 contents: CONTENTS_SOLID

Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT

viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW

Candidate brush IDs: Brush 87982:

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

NODRAW on terrain surface!

NODRAW on terrain surface!

NODRAW on terrain surface!

NODRAW on terrain surface!

NODRAW on terrain surface!

done (2)

Creating default cubemaps for env_cubemap using skybox sky_day01_01...

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 (1) (747966 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (1) (1018779 bytes)

Error! To use model "./models/Cranes/crane_docks.mdl"

with prop_static, it must be compiled with $staticprop!

Error loading studio model "./models/Cranes/crane_docks.mdl"!

Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "./models/airboat.mdl"

with detail_prop, it must be compiled with $staticprop!

Error loading studio model "./models/airboat.mdl"!

Error! detail_prop using model
"./models/combine_apc_destroyed_gib01.mdl", which must be used on a
dynamic entity (i.e. prop_physics). Deleted.

Error loading studio model "./models/combine_apc_destroyed_gib01.mdl"!

10

Writing C:\Program Files\Valve\Steam\SteamApps\murdocian\half-life 2 deathmatch\hl2mp\maps\dm_mine.bsp

18 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 9

** Executing...

** Command: "c:\program files\valve\steam\steamapps\murdocian\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp"
"C:\Program Files\Valve\Steam\SteamApps\murdocian\half-life 2
deathmatch\hl2mp\maps\dm_mine"

Valve Software - vvis.exe (Dec 15 2004)

2 threads

reading c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp\maps\dm_mine.bsp

reading c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp\maps\dm_mine.prt

LoadPortals: couldn't read c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp\maps\dm_mine.prt

** Executing...

** Command: "c:\program files\valve\steam\steamapps\murdocian\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp"
"C:\Program Files\Valve\Steam\SteamApps\murdocian\half-life 2
deathmatch\hl2mp\maps\dm_mine"

Valve Software - vrad.exe (Mar 8 2005)

----- Radiosity Simulator ----

2 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp\maps\dm_mine.bsp

No vis information, direct lighting only.

13258 faces

42 degenerate faces

574668 square feet [82752208.00 square inches]

14 displacements

572717 square feet [82471376.00 square inches]

78 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (669)

Build Patch/Sample Hash Table(s).....Done<0.0973 sec>

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

FinalLightFace Done

Ready to Finish

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models
60/1024
2880/49152 ( 5.9%)

brushes
1628/8192
19536/98304 (19.9%)

brushsides
23966/65536 191728/524288
(36.6%)

planes
22090/65536 441800/1310720 (33.7%)

vertexes
16660/65536 199920/786432
(25.4%)

nodes
9177/65536 293664/2097152 (14.0%)

texinfos
1369/12288 98568/884736
(11.1%)

texdata
64/2048
2048/65536 ( 3.1%)

dispinfos
14/0
2464/0 ( 0.0%)

disp_verts
1134/0
22680/0 ( 0.0%)

disp_tris
1792/0
3584/0 ( 0.0%)

disp_lmsamples
310792/0
310792/0 ( 0.0%)

faces
13258/65536 742448/3670016 (20.2%)

origfaces
6361/65536 356216/3670016 ( 9.7%)

leaves
9238/65536 517328/3670016 (14.1%)

leaffaces
14922/65536
29844/131072 (22.8%)

leafbrushes
4290/65536
8580/131072 ( 6.5%)

surfedges
86799/512000 347196/2048000 (17.0%)

edges
48073/256000 192292/1024000 (18.8%)

worldlights
78/8192
6864/720896 ( 1.0%)

waterstrips
975/32768
9750/327680 ( 3.0%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
14799/65536
29598/131072 (22.6%)

cubemapsamples
1/1024
16/16384 ( 0.1%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
4274168/0 ( 0.0%)

visdata
[variable]
0/16777216 ( 0.0%)

entdata
[variable] 56777/393216
(14.4%)

occluders
0/0
0/0 ( 0.0%)

occluder polygons
0/0
0/0 ( 0.0%)

occluder vert ind
0/0
0/0 ( 0.0%)

detail props
[variable]
1/12 ( 8.3%)

static props
[variable]
1/12514 ( 0.0%)

pakfile
[variable]
23555/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 747966/4194304 (17.8%)

Total Win32 BSP file data space used: 8932264 bytes

Linux Specific Data:

physicssurface [variable] 1018779/6291456 (16.2%)

Total Linux BSP file data space used: 9203077 bytes

Total triangle count: 34443

Writing c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp\maps\dm_mine.bsp

11 minutes, 25 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\murdocian\half-life 2
deathmatch\hl2mp\maps\dm_mine.bsp" "c:\program
files\valve\steam\steamapps\murdocian\half-life 2
deathmatch\hl2mp\maps\dm_mine.bsp"

** Executing...

** Command: "c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2.exe"

** Parameters: -game "c:\program files\valve\steam\steamapps\murdocian\half-life 2 deathmatch\hl2mp" +map "dm_mine"

ok it says on the compile log that "No vis information, direct lighting
only." but in the compiling (build map) window i have it on normal
. This is the first time water never worked for me, does size
matter its only a few feet deep but it takes up the bottom portion of
the level. so it's huge, i knowthis affects fps but doesit ever just
not render?
Re: water Posted by Rof on Fri Jun 10th 2005 at 9:56pm
Rof
210 posts
Posted 2005-06-10 9:56pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
**** leaked ****

Entity info_ladder_dismount (-128.00 -2230.00 -961.67) leaked!
You have a leak. Because of that, VVIS isn't running properly.

If VVIS doesn't run, water doesn't show up.

Fix the leak and your water should be ok.

See here:

http://www.valve-erc.com/srcsdk/Levels/leaks.html

to find how to fix your leak.
VMEX, Pakrat & Entspy
Re: water Posted by Dr Brasso on Sat Jun 11th 2005 at 1:13am
Dr Brasso
1878 posts
Posted 2005-06-11 1:13am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
ya need to get the right entities with your models too bud.....and the leak would be my first guess on the water problem as well......CJ is also correct in the level of DX you are running.....

Doc B... :dodgy:
Re: water Posted by Murdoc on Sun Jun 12th 2005 at 4:41am
Murdoc
16 posts
Posted 2005-06-12 4:41am
Murdoc
member
16 posts 32 snarkmarks Registered: Mar 7th 2005 Occupation: Videographer Location: United States
Thanks guys... I got the problem all fixed the whole time i was
overlooking an obvious leak sorry about suck a simple problem. thanks
again. water looks great.