Invisible Water Created 17 years ago2007-03-16 23:41:20 UTC by Rory Rory

Created 17 years ago2007-03-16 23:41:20 UTC by Rory Rory

Posted 17 years ago2007-03-16 23:41:20 UTC Post #216122
And it is not a leak, none of the water textures seem to work, and there is NO leak. I have put a env_cubemap and lod control. Still Invisible.

I've loaded pointfiles, I've boxed the map in skybox and other textures, NO LEAK.

Wtf?
Posted 17 years ago2007-03-17 08:35:35 UTC Post #216137
Built the cubemaps?

Change the texture too.
AJ AJGlorious Overlord
Posted 17 years ago2007-03-17 09:26:11 UTC Post #216139
Invisible water is caused by an incomplete VIS compile. The cause of such a compile can be a leak but it can be lots of other things. Check for other problems.
Posted 17 years ago2007-03-17 17:27:27 UTC Post #216183
oh ok thanks Kasperg, I didn't notice I had VIS off, lol I'll put that on Normal and get back to you/
Posted 17 years ago2007-03-17 18:13:54 UTC Post #216186
Fast should work too.
AJ AJGlorious Overlord
Posted 17 years ago2007-03-18 17:57:15 UTC Post #216267
Tried fast and normal and different textures, still invisible.

Do I need to assign the brush to any entity?
Posted 17 years ago2007-03-18 17:59:34 UTC Post #216269
Are you completely sure everything during compile went OK?
Does the water splash when you shoot it, etc?
Posted 17 years ago2007-03-18 18:36:10 UTC Post #216277
Yes it splashes, when I jump into it it appears, as in it looks good if I go into it, but from above it's invisible.
Posted 17 years ago2007-03-18 18:42:29 UTC Post #216279
Post the compile log. It sounds as if something went wrong with the compile.
Posted 17 years ago2007-03-18 19:08:06 UTC Post #216288
Aqui
materialPath: c:gamessteamsteamappsrory84half-life 2 deathmatchhl2mpmaterials
Loading C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 32 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.prt...done (3)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (795901 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 3285 texinfos to 1983
Reduced 135 texdatas to 115 (4856 bytes to 4255)
Writing C:GamesSteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
33 seconds elapsed

1 threads
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
reading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.prt
5754 portalclusters
17647 numportals
Leaf 3271 (portal 10129) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
No vis information, direct lighting only.
22176 faces
3 degenerate faces
9025968 square feet [1299739392.00 square inches]
114 displacements
478318 square feet [68877808.00 square inches]
176 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<3.0998 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
12 of 43 (27% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 75/1024 3600/49152 ( 7.3%)
brushes 2072/8192 24864/98304 (25.3%)
brushsides 14024/65536 112192/524288 (21.4%)
planes 8782/65536 175640/1310720 (13.4%)
vertexes 36624/65536 439488/786432 (55.9%)
nodes 11641/65536 372512/2097152 (17.8%)
texinfos 1983/12288 142776/884736 (16.1%)
texdata 115/2048 3680/65536 ( 5.6%)
dispinfos 114/0 20064/0 ( 0.0%)
disp_verts 31698/0 633960/0 ( 0.0%)
disp_tris 56064/0 112128/0 ( 0.0%)
disp_lmsamples 466696/0 466696/0 ( 0.0%)
faces 22176/65536 1241856/3670016 (33.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8435/65536 472360/3670016 (12.9%)
leaves 11717/65536 374944/2097152 (17.9%)
leaffaces 24715/65536 49430/131072 (37.7%)
leafbrushes 6822/65536 13644/131072 (10.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 137110/512000 548440/2048000 (26.8%)
edges 74954/256000 299816/1024000 (29.3%)
LDR worldlights 176/8192 15488/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1757/32768 17570/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27951/65536 55902/131072 (42.6%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 26677412/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 80070/393216 (20.4%)
LDR leaf ambient 11717/65536 281208/1572864 (17.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1792 ( 0.1%)
pakfile [variable] 78364/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 795901/4194304 (19.0%)

Total Win32 BSP file data space used: 33510103 bytes

Total triangle count: 58885
Writing c:gamessteamsteamappsrory84sourcesdk_contenthl2mpmapsrcrp_city_84.bsp
13 minutes, 43 seconds elapsed
Posted 17 years ago2007-03-18 21:43:58 UTC Post #216301
Leaf 3271 (portal 10129) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
And later it says
No vis information, direct lighting only.
I don't know how to solve that VIS error, but at least we know it's there.
Posted 17 years ago2007-03-19 12:58:08 UTC Post #216374
Its Exactly the same for me :( waters there can shoot it but is invisible need a fix :(
Posted 17 years ago2007-03-19 13:15:54 UTC Post #216375
Then fix the problems that are happening to your VIS compile.
Posted 17 years ago2007-03-19 16:18:02 UTC Post #216403
do you have "light" entities inside the map. I find I always get this error unless I add a light entity rather than using just light_spots/dynamic etc.
Posted 17 years ago2007-03-19 18:51:31 UTC Post #216422
I have everything but an env_sun and light_environment because its a nighttime type map.

Do you guys see any vis errors in the log?
Posted 17 years ago2007-03-19 18:58:09 UTC Post #216423
Yes, I quoted it before. Leaf 3271 (portal 10129) with too many portals. But I have no idea on how to fix it. I've never come across it.
Posted 17 years ago2007-03-19 19:09:48 UTC Post #216428
Should I start a new topic with that as the title?

We'd probably get more views, along with people that know the fix.
Posted 17 years ago2007-03-19 23:06:41 UTC Post #216445
A quick google search

http://www.interlopers.net/errors/index.php?e=3-4
http://www.chatbear.com/board.plm?a=viewthread&b=4989&t=793,1105601748,27748&s=0&id=774637

It seems you have some complicated world geometry causing VIS to go crazy. Turn any brushes that are not blocking visibility into func_detail entities.
Posted 17 years ago2007-03-21 09:52:33 UTC Post #216593
you do have the dx7 water and nodraw texture on the 5 unseen sides of the brush right?
I've had this problem so many times before. Just keep trying things until it works. But.. again kasperg knows hat he's talking about
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-21 21:06:43 UTC Post #216670
I'll upload it to problem maps vault later tonight, I'm confused by all this lol.
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