• Water problems - glitchy reflections and crashes
    45 replies, posted
Ok, so I made this gigantic map filling the entire grid and in it I have water. Whats happening is that the reflections is messing up eventually causing the game to crash. When in the map it runs smoothly for a while but suddenly the game crashes everything disappears no warning and the like whatsoever, I would also like to point out that when you turn the flashlight on it happens instantly no matter what. The reflections end up looking something like this [highlight](NOT MY SCREENSHOT)[/highlight]: [media]http://img39.imageshack.us/img39/1446/gmorbitv300013sa.jpg[/media]
You dont have a skybox... make one
[QUOTE=laptopman;17539826]You dont have a skybox... make one[/QUOTE] I have a skybox, no leaks. Can it be the size of the water brushes?
You have one of them.
No I have multiple water brushes placed together, each one with a cubemap entity linked to it in the center. Is this the correct way of doing it? [media]http://i132.photobucket.com/albums/q19/vertex_photos/piss.png[/media]
I think it's a leak. You sure you did the skybox correctly?
[QUOTE=Adam Whitby;17540079]Leak. [editline]value[/editline] A big one, roughly the size of your whole map. [/QUOTE] Why would you think that?
Does the water touch the skybox? That often causes issues. Also, does the ocean floor merge seamlessly with the "walls" of the skybox?
I like your avatar. Its because nobody read the fact that its not your screenshot. Shoulda made that in [highlight] tags. Uhh. No idea. Try rebuilding the map
whats the name of the sky box your useing if you use something like "skybox/train" then it wont work but if you use Train just the name not the file then it sould work
Okay, simple solution. Post a printscreen of the wire frame saved and uploaded as a .jpeg, so the quality doesn't degrade, and then we can use ctrl+scroll to work out where the error is.
Compile log?
Here's the compile log as requested: [quote]materialPath: c:\program files\steam\steamapps\username\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.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 (0) Chop Details...done (0) Find Visible Detail Sides... Merged 994 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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 (0) (321077 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 56 texinfos to 34 Reduced 16 texdatas to 14 (722 bytes to 602) Writing C:\Program Files\Steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.bsp 12 seconds elapsed 2 threads reading c:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.bsp reading c:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.prt 5588 portalclusters 12716 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 8470928 Average clusters visible: 1515 Building PAS... Average clusters audible: 1515 visdatasize:7870844 compressed from 7867904 writing c:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.bsp 14 seconds elapsed [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.bsp 9678 faces 246448414 square feet [35488571392.00 square inches] 48 displacements 16657374 square feet [2398661888.00 square inches] 9678 patches before subdivision 147970 patches after subdivision light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance 66 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14151529, max 1176 transfer lists: 108.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(141124, 164867, 24308) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(12167, 8742, 2890) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(173, 110, 16) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(57, 31, 7) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.6808 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% 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 39/1024 1872/49152 ( 3.8%) brushes 877/8192 10524/98304 (10.7%) brushsides 5765/65536 46120/524288 ( 8.8%) planes 2210/65536 44200/1310720 ( 3.4%) vertexes 16839/65536 202068/786432 (25.7%) nodes 11263/65536 360416/2097152 (17.2%) texinfos 34/12288 2448/884736 ( 0.3%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 48/0 8448/0 ( 0.0%) disp_verts 13872/0 277440/0 ( 0.0%) disp_tris 24576/0 49152/0 ( 0.0%) disp_lmsamples 3401808/0 3401808/0 ( 0.0%) faces 9678/65536 541968/3670016 (14.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2710/65536 151760/3670016 ( 4.1%) leaves 11303/65536 361696/2097152 (17.2%) leaffaces 16180/65536 32360/131072 (24.7%) leafbrushes 13515/65536 27030/131072 (20.6%) areas 6/256 48/2048 ( 2.3%) surfedges 52421/512000 209684/2048000 (10.2%) edges 30161/256000 120644/1024000 (11.8%) LDR worldlights 62/8192 5456/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 429/32768 4290/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7863/65536 15726/131072 (12.0%) cubemapsamples 36/1024 576/16384 ( 3.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 26816872/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 7870844/16777216 (46.9%) entdata [variable] 263662/393216 (67.1%) LDR leaf ambient 11303/65536 271272/1572864 (17.2%) 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] 1/12 ( 8.3%) pakfile [variable] 3212173/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 321077/4194304 ( 7.7%) ==== Total Win32 BSP file data space used: 44632084 bytes ==== Total triangle count: 22151 Writing c:\program files\steam\steamapps\username\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0208.bsp 16 minutes, 3 seconds elapsed [/quote] Can it be the fact that I ran it as a fast compile? If so, sorry for wasting your time. By the way Adam quality does degrade with .jpeg as it's a compressed format, and ctrl+scroll doesn't really sound like the greatest idea.
In that source sdk hammer pic. it didn't have a skybox... Make a block place it next to or if thats to time wasting all around your water but you have no skybox which is causing the water to leak.
Tying an env_cubemap to a brush is only needed when the engine can't properly determine which brush face to assign to which cubemap in the level. You only need to assign faces if you notice cubemap reflection errors, like the reflection abruptly stops at a line and distorts to something else.
Tying a different cubemap to each brush in the same body of water will look really bad. You will have obvious lines where you can see the different reflections.
[QUOTE=farmatyr;17538859]Ok, so I made this gigantic map [b]filling the entire grid[/b] and in it I have water. [/QUOTE] Err...
[QUOTE=DemonDog;17545604]Err...[/QUOTE] You made me laugh. :v: The map doesn't cover the outer edges of the grid, the limit is the map beeing atleast 1024 units within the grid right?
[QUOTE]Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. [/QUOTE] I'm not sure it's supposed to have skybox/ or the * in the filename. And if you wrote .vmt in your map properties skybox menu, then that's also a problem.
[QUOTE=DireAvenger;17547476]I'm not sure it's supposed to have skybox/ or the * in the filename. And if you wrote .vmt in your map properties skybox menu, then that's also a problem.[/QUOTE] That's not showing what he has it set as in the properties section. That's the compile tools saying the texture it's loading. The star shows that it's loading all 6 textures with the similar name.
Guys! Look at the second image! It doesn't have a skybox! If he did then why is it invisible?
[QUOTE=clonekiller;17549892]Guys! Look at the second image! It doesn't have a skybox! If he did then why is it invisible?[/QUOTE] Ever heard of a draw distance? I think his skybox is out of it.
Wait i know what you mean he is tiring to say that the water is fine. BUT when he turns on the flash light the REFLECTIONS go into a HOM effect. I get this problem too ill get a screen shot now...
OB engine bug. Flashlight just fries the water shader.
Is there any way to fix it?
[QUOTE=farmatyr;17564415]Is there any way to fix it?[/QUOTE] Nope.
[QUOTE=HiddenMyst;17564533]Nope.[/QUOTE] What is it that is causing this then? Is it because the size of the water brush?
You don't have a leak, but you have this: [code]light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance[/code] Try going to Map>Entity Report>Check "Point Entitys" and select all light in you map and delete them, then remake them or change so they have a 50% falloff distance of your liking and a 0% falloff distance that is greater than the 50% falloff. Or you could always set all your lights to 0 on both falloff distances if you are unsure.
You think that is what may be causing the problem?
Maybe, try it out?
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