Hello guys , Im getting some wierd reflections on the water in my map . I was wondering if anybody know how to fix it ? [Sorry for my bad english]
[IMG]http://img24.imageshack.us/img24/9418/zke6.jpg[/IMG]
[IMG]http://img842.imageshack.us/img842/3945/4m0x.jpg[/IMG]
Thanks
Check your cubemap and look here [URL="https://developer.valvesoftware.com/wiki/Water_%28shader%29"]https://developer.valvesoftware.com/wiki/Water_%28shader%29[/URL]
Im using the water as func_water_analog , is that ok ?
[QUOTE=marcosolidbr;41340238]Im using the water as func_water_analog , is that ok ?[/QUOTE]
[url=https://developer.valvesoftware.com/wiki/Func_water_analog]The wiki says[/url] the only two materials to render correctly as a func_water_analog is nature/water_movingplane and nature/water_dx70 materials.
[code]This is ostensibly because of how the material effects on the more complex water shaders require static brushes, so they can optimize what's visible to the water surface.
A moving water surface would break this effect, so therefore full water shaders are unusable on a moving surface.[/code]
So yeah, that's probably your issue.
[QUOTE=marcosolidbr;41340238]Im using the water as func_water_analog , is that ok ?[/QUOTE]
No, water shouldn't be tied to anything unless it's moving.
Also, check for leaks.
I removed the func_water_analog , but the water reflection is still wierd... And which texture should i use
[QUOTE=marcosolidbr;41340419]I removed the func_water_analog , but the water reflection is still wierd...[/QUOTE]
Have you placed cubemaps and ran buildcubemaps in console?
Either way, try replacing it with another water texture and see if you get the same reflection result.
[QUOTE=Gamershaze;41340527]Have you placed cubemaps and ran buildcubemaps in console?
Either way, try replacing it with another water texture and see if you get the same reflection result.[/QUOTE]
Still the same after executing buildcubemaps and also changing textures
also, heres the compile log :
[CODE]** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Desktop\rp_city4_a2_set.vmf"
Valve Software - vbsp.exe (Jun 18 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Tiago\Desktop\rp_city4_a2_set.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/INFTRIMA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
material "tools/toolswhite" not found.
Material not found!: TOOLS/TOOLSWHITE
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_city4_a2_set/de_chateau/groundd_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-3922.62 2058.37 -491.68) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 6656.0 739.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 7168.0 739.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 7168.0 739.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 5120.0 899.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 5120.0 -451.2)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 5632.0 739.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3559.0 5120.0 225.7)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3559.0 5120.0 1576.4)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1344 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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
material "decals/decal_combine_core" not found.
Building Physics collision data...
done (1) (1423030 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6747 texinfos to 4481
Reduced 1070 texdatas to 896 (55534 bytes to 48855)
Writing C:\Users\Tiago\Desktop\rp_city4_a2_set.bsp
7 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Desktop\rp_city4_a2_set"
Valve Software - vvis.exe (Jun 18 2013)
8 threads
reading c:\users\tiago\desktop\rp_city4_a2_set.bsp
reading c:\users\tiago\desktop\rp_city4_a2_set.prt
LoadPortals: couldn't read c:\users\tiago\desktop\rp_city4_a2_set.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Desktop\rp_city4_a2_set"
Valve Software - vrad.exe SSE (Jun 18 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\users\tiago\desktop\rp_city4_a2_set.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.39 seconds)
20787 faces
4 degenerate faces
2931941 square feet [422199488.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
90 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (78)
Build Patch/Sample Hash Table(s).....Done<0.0975 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 (37)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 137/1024 6576/49152 (13.4%)
brushes 3761/8192 45132/98304 (45.9%)
brushsides 28715/65536 229720/524288 (43.8%)
planes 18736/65536 374720/1310720 (28.6%)
vertexes 32876/65536 394512/786432 (50.2%)
nodes 11500/65536 368000/2097152 (17.5%)
texinfos 4481/12288 322632/884736 (36.5%)
texdata 896/2048 28672/65536 (43.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 20787/65536 1164072/3670016 (31.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11485/65536 643160/3670016 (17.5%)
leaves 11638/65536 372416/2097152 (17.8%)
leaffaces 26954/65536 53908/131072 (41.1%)
leafbrushes 9868/65536 19736/131072 (15.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 146252/512000 585008/2048000 (28.6%)
edges 87272/256000 349088/1024000 (34.1%)
LDR worldlights 90/8192 7920/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 2018/32768 20180/327680 ( 6.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 35136/65536 70272/131072 (53.6%)
cubemapsamples 63/1024 1008/16384 ( 6.2%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 15800664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 180289/393216 (45.8%)
LDR ambient table 11638/65536 46552/262144 (17.8%)
HDR ambient table 11638/65536 46552/262144 (17.8%)
LDR leaf ambient 54561/65536 1527708/1835008 (83.3%) VERY FULL!
HDR leaf ambient 11638/65536 325864/1835008 (17.8%)
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] 1/42060 ( 0.0%)
pakfile [variable] 7035943/0 ( 0.0%)
physics [variable] 1423030/4194304 (33.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 58311
Writing c:\users\tiago\desktop\rp_city4_a2_set.bsp
2 minutes, 5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tiago\Desktop\rp_city4_a2_set.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_city4_a2_set.bsp"
[/CODE]
[QUOTE=marcosolidbr;41340660]Still the same after executing buildcubemaps and also changing textures
also, heres the compile log :[/QUOTE]
Yeah, you have a leak to say the least. You can try and find and fix this leak by clicking the [b]Map[/b] tab on the top bar, and then click [b]Load Pointfile[/b]. This will generate a red line in Hammer leading to your leak(s). Make sure to unload the pointfile before compiling again. If you have multiple leaks, it may take various fixes/compiles to find/fix all of them.
For future reference, run your compile logs through the [url=http://www.interlopers.net/errors/]Interlopers Error Finder[/url]. It'll tell you about/how to fix any errors in your map.
[QUOTE=Gamershaze;41341053]Yeah, you have a leak to say the least. You can try and find and fix this leak by clicking the [b]Map[/b] tab on the top bar, and then click [b]Load Pointfile[/b]. This will generate a red line in Hammer leading to your leak(s). Make sure to unload the pointfile before compiling again. If you have multiple leaks, it may take various fixes/compiles to find/fix all of them.
For future reference, run your compile logs through the [url=http://www.interlopers.net/errors/]Interlopers Error Finder[/url]. It'll tell you about/how to fix any errors in your map.[/QUOTE]
Still broken .. when i load the map , the reflection is ok , but after some seconds seems that the Reflection loads and brake the water .
[QUOTE=marcosolidbr;41341222]Still broken .. when i load the map , the reflection is ok , but after some seconds seems that the Reflection loads and brake the water .[/QUOTE]
If you've fixed the leak and the reflection is still bad...
Make sure you haven't placed reflective water on two or more different heights in Hammer, or at an angle. Source only allows for 1 height of reflective water. The water can be anywhere, but its surface all has to line up at the same height in the side and front views, otherwise reflections won't work. (This includes func_reflective_glass entities too.)
Cubemaps are actually generating for you? For me after executing buildcubemaps in console, it appears to reset to default (running on the EP2 build).
There were [B][I]a lot[/I][/B] of leaks in the map, and filling those solves the problem.
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