• map goes fullbright when i add water
    24 replies, posted
yes, its me again. so this has been on my back for a while. i have added plenty of visclusters, i have made test maps to see if water works on other maps. i discovered that the water does not affect lighting as long as the water block is a smaller size. but if i try dividing the water up into smaller sizes, it doesnt like it and remains breaking the lighting. [IMG]http://s10.postimg.org/rhw7j0e94/gm_atlantic0000.jpg[/IMG] with water, the map is fullbright [IMG]http://s10.postimg.org/6jq1kxeeg/gm_atlanticnowater0000.jpg[/IMG] without water, HUZZAH! LIGHTING! heres a compile log: [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_atlantic.vmf" Valve Software - vbsp.exe (Dec 9 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_atlantic.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\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 (0) Chop Details...done (0) Find Visible Detail Sides... Merged 10 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_atlantic.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_07*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_07*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (486431 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 132 texinfos to 91 Reduced 31 texdatas to 29 (749 bytes to 650) Writing C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_atlantic.bsp 1 second elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_atlantic" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_atlantic.bsp reading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_atlantic.prt 4 portalclusters 128 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: 16 Average clusters visible: 4 Building PAS... Average clusters audible: 4 visdatasize:44 compressed from 64 writing c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_atlantic.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_atlantic" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\evan\desktop\minecraft stuff and source stuff\source maps\gm_atlantic.bsp Setting up ray-trace acceleration structure... Done (0.25 seconds) 12700 faces 2 degenerate faces 47044052 square feet [6774343680.00 square inches] 8 Displacements 289463 Square Feet [41682780.00 Square Inches] 12698 patches before subdivision 585354 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18) BuildVisLeafs: 0...1...2...3...4...5...6...7.. ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Evan\Desktop\Minecraft stuff and source stuff\source maps\gm_atlantic.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_atlantic.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "gm_atlantic" [/QUOTE] so whats your verdict?
bump?
[QUOTE=ConstableWank;48873720]yes, its me again. so this has been on my back for a while. i have added plenty of visclusters, i have made test maps to see if water works on other maps. i discovered that the water does not affect lighting as long as the water block is a smaller size. but if i try dividing the water up into smaller sizes, it doesnt like it and remains breaking the lighting. [IMG]http://s10.postimg.org/rhw7j0e94/gm_atlantic0000.jpg[/IMG] with water, the map is fullbright [IMG]http://s10.postimg.org/6jq1kxeeg/gm_atlanticnowater0000.jpg[/IMG] without water, HUZZAH! LIGHTING! heres a compile log: so whats your verdict?[/QUOTE] I could be wrong, but it looks like VRAD doesnt finish for some reason
[QUOTE=Butthurter;48875261]you could try pasting your compile log to [url=http://www.interlopers.net/errors/]interlopers[/url] (did it earlier on yours but i have no idea how to check for errors, it seems to be listing endless problems that just looks like the whole index) did you fit the water brush in properly and made sure theres a world brush under the water?[/QUOTE] definitely a world brush under the water. 100% no leaks. the whole map is within a skybox brush. i always do a leak check before i run my maps.
vrad is the problem here, i would try selecting all and edit texture, and increase lightmaps to 16,32,64 the higher the number the less shadows, and the less time vrad takes to compile. or do alt+p to check for errors, i see '2 degenerate faces' on compile log, also i had this problem when using displacements in water, have you nodrawn the displacements properly?
[QUOTE=inspirit;48876135]vrad is the problem here, i would try selecting all and edit texture, and increase lightmaps to 16,32,64 the higher the number the less shadows, and the less time vrad takes to compile. or do alt+p to check for errors, i see '2 degenerate faces' on compile log, also i had this problem when using displacements in water, have you nodrawn the displacements properly?[/QUOTE] when you say "have you nodrawn the displacements properly?" what do you mean by that exactly?
[QUOTE=Butthurter;48878088]before you turned them into displacements, were all flat sides that arent turned into displacements have been textured with nodraw? you can still do it by clicking on the 'DD' mode icon thing on the top tray[/QUOTE] you mean i am supposed to put a nodraw layer over the water? i havent used any nodraw textures. i will be sure to try that out. [editline]11th October 2015[/editline] [QUOTE=Butthurter;48878088]before you turned them into displacements, were all flat sides that arent turned into displacements have been textured with nodraw? you can still do it by clicking on the 'DD' mode icon thing on the top tray[/QUOTE] ok i have applied a layer of nodraw over the water brush. thats brought the shading back but it makes the water invisible and basically makes an invisible ground over the water.
i have divided the map into 4 sections. all the sections are divided by func_visclusters. no brushes go through the viscluster boarders. the water has also been divided so that it does not clip through the viscluster.
i meant nodraw the entire displacement, then texture the only part of the displacement that's visible, the water should all be nodraw also apart from the surface.
Disable HDR and compile again
[QUOTE=inspirit;48881824]i meant nodraw the entire displacement, then texture the only part of the displacement that's visible, the water should all be nodraw also apart from the surface.[/QUOTE] call me retarded but i dont get it. how am i supposed to nodraw them but not nodraw the visible side?
bumpity bump?
[QUOTE=Wormy;48908923]Create the brush you wanna just as a displacement, make sure it uses the nodraw texture on all sides, then turn it into a displacement and then toggle the water texture on the top face, simple. All sides will then be nodrawn, while the top surface is water.[/QUOTE] crap that means i have to recreate my displacements mesh's?
Uh I'm pretty sure you're not suppose to use nodraw on displacements, and you are suppose to use the displacement tab to destroy the other sides. [editline] what [/editline] However this is the correct method to make water.
If you use nodraw on a displacement face it'll literally show up in-game, which is exactly opposite to what nodraw is intended for
[QUOTE=Firegod522;48915850]Uh I'm pretty sure you're not suppose to use nodraw on displacements, and you are suppose to use the displacement tab to destroy the other sides. [editline] what [/editline] However this is the correct method to make water.[/QUOTE] when you create a displacement mesh, all the faces except the face you are editing disappears and the brush basically becomes a piece of paper. so no drawing the sides wouldnt really do anything anyway.
ok, but either way it didnt fix the lighting problem.
Select the texture at the bottom of your ocean, raise the lightmap scale to 128
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