I've spent 2 days trying to solve this with no luck. 3D skybox water uses in level cubemaps instead
23 replies, posted
First, a video of my problem: [url]https://www.youtube.com/watch?v=4H6ND0J6Yyc[/url]
I have decompiled 6 different maps that have working skybox water reflections, and cannot figure out what I am doing differently. Even recompiling their maps makes it work, so it isn't something with how I am compiling.
All the stuff I have been finding on google is about the water in level only reflecting skybox. I seem to have the opposite problem which no one has asked about.
I've tried with many different water, and even went as far as copying the entire skybox + in level water.lod.control into my map and replacing mine. Still the same issue. What the hell is going on here?
Couple of pics: [url]https://imgur.com/a/SBrI8[/url]
First pic is rp_richland with water in a similar way to what I am trying to achieve.
Second pic is my map, using the copy and pasted water, water.lod.control, and cubemaps. My map is after running buildcubemaps
If I can't get it to work I'll probably just revert to a 2d skybox. Really frustrated with this as I have spent all of my free time for 2 days trying to figure out wtf is the problem.
Any help would be appreciated
Could we get a compile log, please?
[QUOTE=GaleTheHusky;46517014]Could we get a compile log, please?[/QUOTE]
My bad, meant to include it.
Here you are:
[url]http://dl.brandonglatz.com/ph_iamalion-compile-log.txt[/url]
-fast vis usually causes this issue. Try compiling a full vvis, and see if it fixes the issue. You should also have a water_lod_control entity located somewhere in your map. Preferably next to your light_environment, env_fog_controller, etc.
I think you can make a face use a certain cubemap by selecting the cubemap, then under "brush faces" use the dropper tool and select the faces you want to make use that cubemap.
[QUOTE=GaleTheHusky;46517333]-fast vis usually causes this issue. Try compiling a full vvis, and see if it fixes the issue. You should also have a water_lod_control entity located somewhere in your map. Preferably next to your light_environment, env_fog_controller, etc.[/QUOTE]
Yup, got a water_lod_control near a middle water feature. Trying a full compile...
[editline]18th November 2014[/editline]
[QUOTE=Mr Anonymous;46517590]Cordon off the map around everything and make sure you run the compile as normal. Water gets glitchy if you compile in fast.[/QUOTE]
No change, I'll try a normal compile
[editline]18th November 2014[/editline]
[QUOTE=Stiffy360;46518696]I think you can make a face use a certain cubemap by selecting the cubemap, then under "brush faces" use the dropper tool and select the faces you want to make use that cubemap.[/QUOTE]
Both of my bodies of water have their cubemaps assigned that way already
edit: Nope, same problem :( I have reflections now, but its still the skybox (yay) and the in world geometry (boo). Uploading a video to show it
did you build cubemaps?
[QUOTE=Stiffy360;46520404]did you build cubemaps?[/QUOTE]
....derp 1 sec please
[editline]18th November 2014[/editline]
[QUOTE=Stiffy360;46520404]did you build cubemaps?[/QUOTE]
Still doing it
Also heres the full compile log: [url]http://dl.brandonglatz.com/ph_iamalion-compile-log-full.txt[/url]
Do you have water on two levels in the same leaf? Worded differently here, do you have one water brush that's higher than the other, and able to see them both? if you have water on multiple levels it can be a bit weird. (this is excluding the skybox.)
[QUOTE=GaleTheHusky;46520542]Do you have water on two levels in the same leaf? Worded differently here, do you have one water brush that's higher than the other, and able to see them both? if you have water on multiple levels it can be a bit weird. (this is excluding the skybox.)[/QUOTE]
Nope, the small round pond is the only water in the level. The only other water is the one in the skybox.
[editline]18th November 2014[/editline]
Heres the video: [url]https://www.youtube.com/watch?v=enP2m7j_SZU[/url]
Tried to make a stripped down version of the map real quick on my break to share with you, but something broke in it and I didn't have time to troubleshoot
[editline]18th November 2014[/editline]
Alright, got a slimmed down one.
Here are 3 screenshots that show what is still happening: [url]http://imgur.com/a/8gDXJ[/url]
Note how the sky reflection follows the crosshairs, and how the skybox water reflects the in world building
The included bsp was compiled as final and has had cubemaps built.
Here is my vmf:
[url]http://dl.brandonglatz.com/ph_iamalion_empty.zip[/url]
Anyone had a chance to have a squiz at the vmf yet? I'm almost off of work and would really like to get this figured out... I can't really continue on my map without it :<
Okay so I edited the empty version of the map some more to where it is literally two boxes. Problem still persisting.
New VMF with included compile log and bsp with cubemaps built: [url]http://dl.brandonglatz.com/ph_iamalion_empty_2.zip[/url]
Youtube video showing the problem still happening in this map: [url]https://www.youtube.com/watch?v=UmGANz3Uzek[/url]
Here is the gmod console output from building cubemaps:
[code]
] buildcubemaps
bounce: 1/1 sample: 1/4
bounce: 1/1 sample: 2/4
bounce: 1/1 sample: 3/4
bounce: 1/1 sample: 4/4
Creating default cubemaps for env_cubemap using skybox militia_hdr...
Dropped iamalion from server (Disconnect by user.)
PREP OK
[/code]
I noticed after uploading it that I did not have the skybox cubemap specifically tied to the skybox water. I tried that immediately and rebuilt cubemaps but had the exact same problem.
Try a non-HDR skybox.
[QUOTE=Spherix;46524750]Try a non-HDR skybox.[/QUOTE]
All of the ones I found on the valve developer wiki say HDR, and I couldn't find any on google that were non HDR. Do you know of any that arent HDR?
[editline]19th November 2014[/editline]
Just tried a few more things:
Thought maybe the skybox texture in the skybox needed to be 2D skybox. Did not fix anything
Read somewhere that there might be a displacement interfering with the water. Deleted all displacements and recompiled. Did not fix anything.
Deleted the water in the playable level because I read somewhere that there can only be 1 reflective water in a level. Did not fix anything, and produced this interesting bug. Reloading gmod fixed it, but still WTF: [url]https://www.youtube.com/watch?v=bg8qtoXCC1s[/url]
If I dont figure this out in the next day or so I guess I'll just give up on the 3d skybox idea and just go back to a 2D one
-snip: thought this was for CS:GO.
[QUOTE=Spherix;46525209]-snip: thought this was for CS:GO.[/QUOTE]
It could still help! I'll take anything that might work!
Maybe try to put your 3d sky area above/below/to the side of the main map?
[QUOTE=HGrunt;46529001]Maybe try to put your 3d sky area above/below/to the side of the main map?[/QUOTE]
How it's been: [url]http://i.imgur.com/ugICWO6.png[/url]
What I Tried: [url]http://i.imgur.com/he75wK7.png[/url]
Same problem.
3kilksphillip suggested removing the water in the level (which I did) or setting the water in the level to a cheap one. Both didn't solve this.
[QUOTE=iamalion;46528719]It could still help! I'll take anything that might work![/QUOTE]
I linked you to the CS:GO sky list that were non-HDR.
[QUOTE=Spherix;46532380]I linked you to the CS:GO sky list that were non-HDR.[/QUOTE]
Ahh bummer
SOLVED!
Talking to 3kliksphillip on twitter, and he made me realize that when everyone was talking about making the water the same height, you all meant [B]at skybox scale[/B]. I was making it equal height in hammer, but not ingame derp.
Thank you all for the help, and especially to 3kliksphillip! Hopefully this is of use to someone in the future!
Interesting, I was following your trail until I saw this word "SOLVED!"
Ok, cause I'm having the same problem now, thank you for everyone and everything especially iamalion, 3kliksphilip.
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