• mapping water
    10 replies, posted
Hey there! Ok, I was working on my new map and wanted to add a bit with water. (which I've successfully done before, so its not like I have no idea what I'm doing), but it just seemed to project the skybox below it. Any ideas? We have visual: [IMG]http://i515.photobucket.com/albums/t352/tehshame/hl22009-11-0310-28-00-22.jpg?t=1257204744[/IMG] [IMG]http://i515.photobucket.com/albums/t352/tehshame/hl22009-11-0310-27-51-20.jpg?t=1257204800[/IMG] Where the skybox starts is where the water should start. (running ep 2 engine for the map) Thanks in advance! :D
What water texture are you using? And post your compile log so we can check it for errors (put it in [code] tags to make it easier to read)
[QUOTE=bunglist;18156728]What water texture are you using? And post your compile log so we can check it for errors (put it in [code] tags to make it easier to read)[/QUOTE] nature/sewer_water001 and [CODE] ** Executing... ** Command: "c:\program files\steam\steamapps\tehshamed1\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2\materials Loading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity info_node (-858.38 810.95 14.00) leaked! 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... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09_hdr*.vmt ! 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) (43353 bytes) Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturecouch001a.mdl"! Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable003a.mdl"! Error! To use model "models/props_c17/tv_monitor01.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_c17/tv_monitor01.mdl"! 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 325 texinfos to 207 Reduced 44 texdatas to 35 (1078 bytes to 797) Writing c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\tehshamed1\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -fast -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building" Valve Software - vvis.exe (May 19 2009) fastvis = true 2 threads reading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp reading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.prt LoadPortals: couldn't read c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.prt ** Executing... ** Command: "c:\program files\steam\steamapps\tehshamed1\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -bounce 2 -noextra -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.54 seconds) 1201 faces 2 degenerate faces 38067 square feet [5481782.00 square inches] 54 Displacements 1574 Square Feet [226758.91 Square Inches] 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0018 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 9/1024 432/49152 ( 0.9%) brushes 104/8192 1248/98304 ( 1.3%) brushsides 662/65536 5296/524288 ( 1.0%) planes 740/65536 14800/1310720 ( 1.1%) vertexes 1768/65536 21216/786432 ( 2.7%) nodes 795/65536 25440/2097152 ( 1.2%) texinfos 207/12288 14904/884736 ( 1.7%) texdata 35/2048 1120/65536 ( 1.7%) dispinfos 54/0 9504/0 ( 0.0%) disp_verts 4374/0 87480/0 ( 0.0%) disp_tris 6912/0 13824/0 ( 0.0%) disp_lmsamples 7000/0 7000/0 ( 0.0%) faces 1201/65536 67256/3670016 ( 1.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 509/65536 28504/3670016 ( 0.8%) leaves 805/65536 25760/2097152 ( 1.2%) leaffaces 1306/65536 2612/131072 ( 2.0%) leafbrushes 505/65536 1010/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 7741/512000 30964/2048000 ( 1.5%) edges 4190/256000 16760/1024000 ( 1.6%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 76/32768 760/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1245/65536 2490/131072 ( 1.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 294460/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 20023/393216 ( 5.1%) LDR ambient table 805/65536 3220/262144 ( 1.2%) HDR ambient table 805/65536 3220/262144 ( 1.2%) LDR leaf ambient 1386/65536 38808/1835008 ( 2.1%) HDR leaf ambient 805/65536 22540/1835008 ( 1.2%) 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] 1/2262 ( 0.0%) pakfile [variable] 212461/0 ( 0.0%) physics [variable] 43353/4194304 ( 1.0%) physics terrain [variable] 6000/1048576 ( 0.6%) Level flags = 0 Total triangle count: 3283 Writing c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp 5 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp" "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2\maps\building.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\hl2.exe" ** Parameters: -allowdebug -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" +map "building"[/CODE]
Verify the water material, make sure the whole brush is textured with nodraw except for the top face (which should be textured with water), try placing an env_cubemap, run buildcubemaps in the console, check your GMod Graphic Settings, and make sure the whole map is skyboxed off with no leaks.
You have a leak.
[QUOTE=Pelf;18156968]You have a leak.[/QUOTE] thanks a bunch, found and fixed :]
-snip- Facepunch fail ninjas.
[QUOTE=laptopman;18157211]-snip- Facepunch fail ninjas.[/QUOTE] was that really necessary?
To check if you have leaks, go to "Tools" (I think its that one) and go to "Load Pointfile". If Hammer doesn't find a pointfile, you have no leaks, if it does, find the red line, and it will lead you to your leak.
[QUOTE=Stupideye;18157770]To check if you have leaks, go to "Tools" (I think its that one) and go to "Load Pointfile". If Hammer doesn't find a pointfile, you have no leaks, if it does, find the red line, and it will lead you to your leak.[/QUOTE] oh, ill remember that. thanks! :]
Also note that the only way to generate a pointfile is to actually compile first.
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