• Water disappearing skybox related
    4 replies, posted
I've been having trouble with water being invisible and being able to see through it to the bottom of the level. I had a leak and it fixed it. However after I resolved that issue I created a 3d sky box and the issue reappeared. There are no leaks this time however or so says the compile log I'm not too good with reading it over though. There is one portal cluster apparently. ** Executing... ** Command: "c:\program files\steam\steamapps\WarTiger\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps" "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps\materials Loading C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.vmf Patching WVT material: maps/warhouse122/nature/blendrockdirt008c_wvt_patch 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 38 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (1) writing C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_06*.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_06*.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 (1) (143891 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1667 texinfos to 685 Reduced 47 texdatas to 35 (1572 bytes to 1166) Writing C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.bsp 4 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\WarTiger\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps" "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.bsp reading c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.prt 1 portalclusters 0 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: 1 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:14 compressed from 16 writing c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\WarTiger\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps" "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.bsp Setting up ray-trace acceleration structure... Done (2.39 seconds) 2063 faces 2247450 square feet [323632896.00 square inches] 56 Displacements 288682 Square Feet [41570264.00 Square Inches] 2063 patches before subdivision 42555 patches after subdivision 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16) transfers 1939081, max 443 transfer lists: 14.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(57773, 58389, 49100) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(13981, 12431, 8790) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(5857, 4979, 3273) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2214, 1825, 1055) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(964, 785, 408) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(404, 325, 150) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(178, 141, 58) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(78, 61, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(35, 27, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(16, 12, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(7, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0318 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) 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 (10) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 89/1024 4272/49152 ( 8.7%) brushes 349/8192 4188/98304 ( 4.3%) brushsides 2138/65536 17104/524288 ( 3.3%) planes 1656/65536 33120/1310720 ( 2.5%) vertexes 3291/65536 39492/786432 ( 5.0%) nodes 1535/65536 49120/2097152 ( 2.3%) texinfos 685/12288 49320/884736 ( 5.6%) texdata 35/2048 1120/65536 ( 1.7%) dispinfos 56/0 9856/0 ( 0.0%) disp_verts 16184/0 323680/0 ( 0.0%) disp_tris 28672/0 57344/0 ( 0.0%) disp_lmsamples 551688/0 551688/0 ( 0.0%) faces 2063/65536 115528/3670016 ( 3.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1249/65536 69944/3670016 ( 1.9%) leaves 1625/65536 52000/2097152 ( 2.5%) leaffaces 2345/65536 4690/131072 ( 3.6%) leafbrushes 828/65536 1656/131072 ( 1.3%) areas 3/256 24/2048 ( 1.2%) surfedges 14289/512000 57156/2048000 ( 2.8%) edges 8317/256000 33268/1024000 ( 3.2%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 124/32768 1240/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2100/65536 4200/131072 ( 3.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2553568/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 14/16777216 ( 0.0%) entdata [variable] 97967/393216 (24.9%) LDR ambient table 1625/65536 6500/262144 ( 2.5%) HDR ambient table 1625/65536 6500/262144 ( 2.5%) LDR leaf ambient 5898/65536 165144/1835008 ( 9.0%) HDR leaf ambient 1625/65536 45500/1835008 ( 2.5%) 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] 1/9294 ( 0.0%) pakfile [variable] 177747/0 ( 0.0%) physics [variable] 143891/4194304 ( 3.4%) physics terrain [variable] 36206/1048576 ( 3.5%) Level flags = 0 Total triangle count: 5167 Writing c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.bsp 55 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse122.bsp" "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps\maps\Warhouse122.bsp" If I remove the sky_camera the water returns to normal so what the hell? I'm fairly new to sdk I've been working with it for about 3 weeks but I know I don't have any leaks this time. What could the 3dskybox be doing to make my water disappear? My only guess is that there is a portal cluster in the 3dskybox somewhere. Any theories or suggestions on how to fix this?
You have a displacement with a Nodraw texture. Remove it/change the texture
No luck, I removed the displacement entirely just to be sure and the problem still persists. no leaks, nodraw texture on all sides but the top for the water. Also the problem was occurring even before I put in the displacements originally.
Remove your displacements and compile it again, post your compile log with [ code][/code ] tags From Interlopers: [quote=Interlopers]Description: You aren't allowed to have the "tools/nodraw" texture one a displacement. Solution: There are two possible causes, you accidently covered a displacement face in nodraw or you accidently made a hidden face a displacement. In order to fix it in either cases, uncheck the "auto" visgroup, then check only the "displacements" visgroup. Now, look round the map see if nodraw is anywhere you wanted a real texture. If found open the material browser and find and replace the nodraw texture with any other texture. If there's no vibisible displacement faces with nodraw you'll probably want to destroy them. Open the material browser, check "Only show used textures", select NoDraw and press "Mark". Open up the face edit sheet, and click "Destroy" on the displacement tab. [/quote]
[code] ** Executing... ** Command: "c:\program files\steam\steamapps\WarTiger\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps" "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps\materials Loading C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.vmf Patching WVT material: maps/warhouse125/nature/blendrockdirt008c_wvt_patch 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 (1) Chop Details...done (0) Find Visible Detail Sides... Merged 38 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_06*.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_06*.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 (1) (144687 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1667 texinfos to 697 Reduced 47 texdatas to 36 (1572 bytes to 1218) Writing C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.bsp 4 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\WarTiger\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps" "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.bsp reading c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.prt 1 portalclusters 0 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: 1 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:14 compressed from 16 writing c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\WarTiger\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps" "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.bsp Setting up ray-trace acceleration structure... Done (2.13 seconds) 2138 faces 2278361 square feet [328084032.00 square inches] 45 Displacements 271714 Square Feet [39126856.00 Square Inches] 2138 patches before subdivision 46080 patches after subdivision 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18) transfers 2279266, max 462 transfer lists: 17.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(59415, 60363, 50239) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(14018, 12473, 8802) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(5859, 4980, 3273) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2214, 1825, 1055) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(964, 785, 408) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(404, 325, 150) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(178, 141, 58) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(78, 61, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(35, 27, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(16, 12, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(7, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0495 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9) 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 89/1024 4272/49152 ( 8.7%) brushes 351/8192 4212/98304 ( 4.3%) brushsides 2150/65536 17200/524288 ( 3.3%) planes 1636/65536 32720/1310720 ( 2.5%) vertexes 3321/65536 39852/786432 ( 5.1%) nodes 1555/65536 49760/2097152 ( 2.4%) texinfos 697/12288 50184/884736 ( 5.7%) texdata 36/2048 1152/65536 ( 1.8%) dispinfos 45/0 7920/0 ( 0.0%) disp_verts 13005/0 260100/0 ( 0.0%) disp_tris 23040/0 46080/0 ( 0.0%) disp_lmsamples 506385/0 506385/0 ( 0.0%) faces 2138/65536 119728/3670016 ( 3.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1264/65536 70784/3670016 ( 1.9%) leaves 1645/65536 52640/2097152 ( 2.5%) leaffaces 2454/65536 4908/131072 ( 3.7%) leafbrushes 834/65536 1668/131072 ( 1.3%) areas 3/256 24/2048 ( 1.2%) surfedges 14707/512000 58828/2048000 ( 2.9%) edges 8504/256000 34016/1024000 ( 3.3%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 132/32768 1320/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2223/65536 4446/131072 ( 3.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2620732/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 14/16777216 ( 0.0%) entdata [variable] 97967/393216 (24.9%) LDR ambient table 1645/65536 6580/262144 ( 2.5%) HDR ambient table 1645/65536 6580/262144 ( 2.5%) LDR leaf ambient 6212/65536 173936/1835008 ( 9.5%) HDR leaf ambient 1645/65536 46060/1835008 ( 2.5%) 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] 1/9294 ( 0.0%) pakfile [variable] 177747/0 ( 0.0%) physics [variable] 144687/4194304 ( 3.4%) physics terrain [variable] 30710/1048576 ( 2.9%) Level flags = 0 Total triangle count: 5375 Writing c:\program files\steam\steamapps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.bsp 59 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\SteamApps\WarTiger\sourcesdk_content\zps\mapsrc\Warhouse125.bsp" "c:\program files\steam\steamapps\WarTiger\zombie panic! source\zps\maps\Warhouse125.bsp" [/code] I destroyed all the displacements though it still isn't working correctly. Also I heard if two bodies of water see each other it can cause problems? The skybox is half of an ocean and the map is on a beach both have water.
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