Water disappearing skybox related

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:


 
** 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"



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.