• Underwater fog issue with large Garrysmod map
    11 replies, posted
Sorry for the repost, but no one seems to be replying to the question in the megathread. So I am having a bit of an issue with water on my map. Above water its fine, but the texture seems to constantly flicker when underwater. [MEDIA]http://www.youtube.com/watch?v=9E9OaYWKgdQ&feature=youtu.be[/MEDIA] I have never had this problem before starting this map, anyone got any ideas?
what set up do you ave for your water_lod_control ?
I haven't set one up yet. But that shouldn't be an issue because one is created anyway during compile. And I have never had to make one before.
if you place one in the map you'll be able to change the start and end transition settings that might help with the flicker
Which water texture are you using? Firstly make sure it's not a "beneath" texture and secondly check for any errors during compile.
I'm using a custom water texture. But I tried several default textures and they all had the same problem. Heres the compile log: [CODE] ** Executing... ** Command: "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.vmf" Valve Software - vbsp.exe (May 14 2014) 4 threads materialPath: e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials Loading E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt 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 (0) Processing areas...done (0) Building Faces...done (3) Chop Details...done (0) Find Visible Detail Sides... Merged 10 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.prt...Building visibility clusters... done (0) No such variable "$basetexture" for material "skybox/sky_overcast01_hdrrt" Can't load skybox file skybox/sky_overcast01_hdr to build the default cubemap! No such variable "$basetexture" for material "skybox/sky_overcast01_hdrrt" Can't load skybox file skybox/sky_overcast01_hdr 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) (18587 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 166 texinfos to 105 Reduced 21 texdatas to 15 (785 bytes to 439) Writing E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.bsp 6 seconds elapsed ** Executing... ** Command: "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3" Valve Software - vvis.exe (May 14 2014) 4 threads reading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp reading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.prt 3 portalclusters 1024 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 5 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:34 compressed from 48 writing e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp 0 seconds elapsed ** Executing... ** Command: "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters: -both -game "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3" Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp Setting up ray-trace acceleration structure... Done (0.53 seconds) 7856 faces 54211428 square feet [7806445568.00 square inches] 114 Displacements 1990434 Square Feet [286622624.00 Square Inches] 7856 patches before subdivision 207880 patches after subdivision sun extent from map=0.342020 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21) transfers 31728443, max 2770 transfer lists: 242.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(33022, 29740, 21197) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(83227, 75520, 53732) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2137, 1431, 582) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(5399, 3761, 1557) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(145, 73, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(355, 190, 46) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(10, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(23, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1588 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) 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 (27) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 53/8192 636/98304 ( 0.6%) brushsides 358/65536 2864/524288 ( 0.5%) planes 504/65536 10080/1310720 ( 0.8%) vertexes 6774/65536 81288/786432 (10.3%) nodes 5401/65536 172832/2097152 ( 8.2%) texinfos 105/12288 7560/884736 ( 0.9%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 114/0 20064/0 ( 0.0%) disp_verts 9234/0 184680/0 ( 0.0%) disp_tris 14592/0 29184/0 ( 0.0%) disp_lmsamples 1035264/0 1035264/0 ( 0.0%) faces 7856/65536 439936/3670016 (12.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 190/65536 10640/3670016 ( 0.3%) leaves 5403/65536 172896/2097152 ( 8.2%) leaffaces 8537/65536 17074/131072 (13.0%) leafbrushes 4422/65536 8844/131072 ( 6.7%) areas 3/256 24/2048 ( 1.2%) surfedges 32856/512000 131424/2048000 ( 6.4%) edges 16639/256000 66556/1024000 ( 6.5%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 39/32768 390/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 708/65536 1416/131072 ( 1.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 8609520/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 34/16777216 ( 0.0%) entdata [variable] 4019/393216 ( 1.0%) LDR ambient table 5403/65536 21612/262144 ( 8.2%) HDR ambient table 5403/65536 21612/262144 ( 8.2%) LDR leaf ambient 24060/65536 673680/1835008 (36.7%) HDR leaf ambient 5403/65536 151284/1835008 ( 8.2%) 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] 1/402 ( 0.2%) pakfile [variable] 2161/0 ( 0.0%) physics [variable] 18587/4194304 ( 0.4%) physics terrain [variable] 39938/1048576 ( 3.8%) Level flags = 0 Total triangle count: 16384 Writing e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp 1 minute, 16 seconds elapsed Valve Software - vrad.exe SSE (May 14 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp Setting up ray-trace acceleration structure... Done (0.53 seconds) 7856 faces 54211428 square feet [7806445568.00 square inches] 114 Displacements 1990434 Square Feet [286622624.00 Square Inches] 7856 patches before subdivision 207880 patches after subdivision sun extent from map=0.342020 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21) transfers 31728443, max 2770 transfer lists: 242.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(33022, 29740, 21197) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(83227, 75520, 53732) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(2137, 1431, 582) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(5399, 3761, 1557) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(145, 73, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(355, 190, 46) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(10, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(23, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1617 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) 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 (27) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 53/8192 636/98304 ( 0.6%) brushsides 358/65536 2864/524288 ( 0.5%) planes 504/65536 10080/1310720 ( 0.8%) vertexes 6774/65536 81288/786432 (10.3%) nodes 5401/65536 172832/2097152 ( 8.2%) texinfos 105/12288 7560/884736 ( 0.9%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 114/0 20064/0 ( 0.0%) disp_verts 9234/0 184680/0 ( 0.0%) disp_tris 14592/0 29184/0 ( 0.0%) disp_lmsamples 1035264/0 1035264/0 ( 0.0%) faces 7856/65536 439936/3670016 (12.0%) hdr faces 7856/65536 439936/3670016 (12.0%) origfaces 190/65536 10640/3670016 ( 0.3%) leaves 5403/65536 172896/2097152 ( 8.2%) leaffaces 8537/65536 17074/131072 (13.0%) leafbrushes 4422/65536 8844/131072 ( 6.7%) areas 3/256 24/2048 ( 1.2%) surfedges 32856/512000 131424/2048000 ( 6.4%) edges 16639/256000 66556/1024000 ( 6.5%) LDR worldlights 3/8192 264/720896 ( 0.0%) HDR worldlights 3/8192 264/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 39/32768 390/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 708/65536 1416/131072 ( 1.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 8609520/0 ( 0.0%) HDR lightdata [variable] 8609520/0 ( 0.0%) visdata [variable] 34/16777216 ( 0.0%) entdata [variable] 4019/393216 ( 1.0%) LDR ambient table 5403/65536 21612/262144 ( 8.2%) HDR ambient table 5403/65536 21612/262144 ( 8.2%) LDR leaf ambient 24060/65536 673680/1835008 (36.7%) HDR leaf ambient 24060/65536 673680/1835008 (36.7%) 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] 1/402 ( 0.2%) pakfile [variable] 2161/0 ( 0.0%) physics [variable] 18587/4194304 ( 0.4%) physics terrain [variable] 39938/1048576 ( 3.8%) Level flags = 0 Total triangle count: 16384 Writing e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp 1 minute, 17 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.bsp" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\plane_test_map_dev3.bsp" [/CODE]
its not quite a leak but try changing the skybox texture [QUOTE]No such variable "$basetexture" for material "skybox/sky_overcast01_hdrrt" Can't load skybox file skybox/sky_overcast01_hdr to build the default cubemap! No such variable "$basetexture" for material "skybox/sky_overcast01_hdrrt" Can't load skybox file skybox/sky_overcast01_hdr to build the default cubemap![/QUOTE]
taz0, stop trying to "help" people with problems, you have no idea what's going on. So for the love of God(s), STOP!
[QUOTE=samuel2213;47694845]Sorry for the repost, but no one seems to be replying to the question in the megathread. So I am having a bit of an issue with water on my map. Above water its fine, but the texture seems to constantly flicker when underwater. [MEDIA]http://www.youtube.com/watch?v=9E9OaYWKgdQ&feature=youtu.be[/MEDIA] I have never had this problem before starting this map, anyone got any ideas?[/QUOTE] Would you happen to have any addons that change how water looks installed? [editline]10th May 2015[/editline] [QUOTE=taz0;47696420]its not quite a leak but try changing the skybox texture[/QUOTE] Just FYI, if there were a leak the water wouldn't show to begin with. On top of that, cubemaps have little or nothing to do with how water looks when you're swimming in it. No offense man, but i think you need to take a while to practice. You could be a good mapper for all I know, but doing something, and being able to troubleshoot and help somebody with their problem are very different from each other.
I have no addons, and I have taken a look at a couple of other water-heavy maps and they don't have this issue.
[QUOTE=samuel2213;47699363]I have no addons, and I have taken a look at a couple of other water-heavy maps and they don't have this issue.[/QUOTE] My map gm_fork has the same issue. I don't know what caused it though, so I guess this doesn't help much v:downs:v
The only things I could think of trying off hand would be changing the water texture your using, or consider the problem being gpu related put frame limiter on and see if it helps. usually if it's an engine related issue the water flickers only when looking directly up not horizontal. IF, the water is not a solid brush but a func_movelinear that to will cause problems
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