• Help with water, not showing up when I'm underwater.
    19 replies, posted
Hi. I'm a relatively new mapper, and I was (trying) to make a lake, using displacements. I'm not even sure if that works. :P So anyway, I have the water but when I'm underwater, there's no fog, I can plainly see the ground all around me. If you can't understand, I'm including some images. [img]http://img441.imageshack.us/img441/4276/wipmountain20002.jpg[/img] [img]http://img210.imageshack.us/img210/4430/wipmountain20001.jpg[/img] [img]http://img88.imageshack.us/img88/3549/wipmountain20000.jpg[/img] The first two images are underwater, and the last one is, pretty obviously, above water :P Any help with this would be really appreciated. Thanks, sg3360
Do you have: A. a water_lod_controller B. a light_environment C. env_cubemaps? I'm not entirely sure, but any of those MAY cause that problem. Oh and yes, making a lake with displacements works, that's generally how you make them. :v:
You probably have a leak and your map is also fullbright. Post the compile log.
You tied it to a func_water_analog didn't you?
I didnt think you needed a water_lod_controller And I have it tied to a func_water_analog I think it is I put a light_enviroment in and its still the same. The map wasn't finished i wanted to make sure it worked fine before I continued :P And here's the compile log. [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/mpa120*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/mpa120rt" Can't load skybox file skybox/mpa120 to build the default cubemap! 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) (211042 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 115 texinfos to 19 Reduced 11 texdatas to 9 (316 bytes to 216) Writing C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp 12 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp reading c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.prt 1313 portalclusters 3523 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster Optimized: 13872 visible clusters (0.00%) Total clusters visible: 1696177 Average clusters visible: 1291 Building PAS... Average clusters audible: 1313 visdatasize:444102 compressed from 441168 writing c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp 4854 faces 2 degenerate faces 40813202 square feet [5877101056.00 square inches] 24 displacements 784401 square feet [112953840.00 square inches] 4852 patches before subdivision 159011 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (247) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (99) transfers 2619825, max 157 transfer lists: 20.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(17278, 13584, 8301) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(14, 10, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1927 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) FinalLightFace 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 4/1024 192/49152 ( 0.4%) brushes 320/8192 3840/98304 ( 3.9%) brushsides 12150/65536 97200/524288 (18.5%) planes 28802/65536 576040/1310720 (43.9%) vertexes 9131/65536 109572/786432 (13.9%) nodes 4565/65536 146080/2097152 ( 7.0%) texinfos 19/12288 1368/884736 ( 0.2%) texdata 9/2048 288/65536 ( 0.4%) dispinfos 24/0 4224/0 ( 0.0%) disp_verts 1944/0 38880/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 1346048/0 1346048/0 ( 0.0%) faces 4854/65536 271824/3670016 ( 7.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1086/65536 60816/3670016 ( 1.7%) leaves 4570/65536 146240/2097152 ( 7.0%) leaffaces 4900/65536 9800/131072 ( 7.5%) leafbrushes 2698/65536 5396/131072 ( 4.1%) areas 2/256 16/2048 ( 0.8%) surfedges 28692/512000 114768/2048000 ( 5.6%) edges 15436/256000 61744/1024000 ( 6.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 81/32768 810/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1101/65536 2202/131072 ( 1.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 8873284/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 444102/16777216 ( 2.6%) entdata [variable] 1848/393216 ( 0.5%) LDR leaf ambient 4570/65536 109680/1572864 ( 7.0%) 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] 10894/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 211042/4194304 ( 5.0%) ==== Total Win32 BSP file data space used: 12654520 bytes ==== Total triangle count: 14202 Writing c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp 5 minutes, 54 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp" "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike\maps\wipmountain2.bsp" [/code]
Yeah the func_water_analog is your problem. There is no reason to use that unless you want to make the water move (on a planar axis). So just remake it and you should be good. The people that tell you to tie it to a func_water_analog are idiots. sorry for calling it func_water_lod, I haven't looked at that ent in ages, so my bad.
[url=http://www.interlopers.net/errors/][u]This[/u][/url] is always a good to check your compile log.
So what should I use instead of func_water_analog? And I got that off of a tutorial on youtube. :P Thanks for the quick replies btw guys :)
[QUOTE=sg3360;22496071]So what should I use instead of func_water_analog? And I got that off of a tutorial on youtube. :P Thanks for the quick replies btw guys :)[/QUOTE] Give a link to that youtube tutorial. You don't need to use any entity with water, just texture the top side with water texture and the other 5 sides with nodraw.
Oh thats nice to know:L And I'll go look for it now :P Thanks for the help :) [editline]11:19PM[/editline] [url]http://www.youtube.com/watch?v=ww1xvwPCOCs&feature=related[/url] There it is, between 4:30 and 5:00. It's what I understood from it anyway. :L
Yeah don't listen to tutorials about water, no entities needed.
Ah ok, thanks, I woulda been stumped for a long time if it wasn't for you :P
No worries. ask anything anytime.
[QUOTE=laptopman;22498426]No worries. ask anything anytime.[/QUOTE] Pretty much this. I'm usually always on, so you will probably get a quick answer if you need.
Thanks guys, I'll keep that in mind :P [editline]09:40PM[/editline] Actually... How do you make Lava which you can like fall into like water and then die? :P I know with the point_hurt stuff but I don't know how to make it a liquid. :P
[url]http://www.youtube.com/user/3kliksphilip#grid/user/13A8C11B9FC96967[/url] There is many detailed tutorials for Hammer. I pretty much learned everything from that channel.
Oh please lets not start this. Check out the water section on here: [url]http://www.facepunch.com/showthread.php?t=947473[/url] To understand the lava look. To make the lava hurt, you just have to put a trigger_hurt inside the water volume.
Ok thanks :)
[QUOTE=juGGa;22516488]-snipped- There is many detailed tutorials for Hammer. I pretty much learned everything from that channel.[/QUOTE] Not this. This teaches you the wrong stuff. I don't want to start a flame war, but seriously, start out without EVER using a 3kliksphilip tutorial.
[QUOTE=laptopman;22521506]Not this. This teaches you the wrong stuff. I don't want to start a flame war, but seriously, start out without EVER using a 3kliksphilip tutorial.[/QUOTE] I have to agree with this, his tutorials messed me up a bit, I'm about to record some of my own. The main reason I'm posting: So do you only need one of those water_lod_controller (or water_controller_lod) what ever it is for all of your map? But it's an option to use it on one or more things?
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