I’m having a few problems with my water related brush entities; namely the func_precipitation and the plain old water brush.
Func_precipitation works fine, except at any height above 128u. I’m in the street, it’s raining; I go up some uncovered stairs, it suddenly stops.
the brush is 648u high, the bottom 128u being the only part it seems to affect.
Any reason why it won’t generate rain within its volume above a certain point?
The next one is simple water. Never had a problem with water before, unless the map has leaked, and mine most certainly has not. When in game, the water affects movement through it and even creates the splash effect when you shoot at it, but there is no visible water. I checked the compile log and the only parts that stood out are here:
It says my water doesn’t have a surface… I don’t see why, as the texture used is the same one valve used in the Hard Rain campaign.
Any help?
I’m having a few problems with my water related brush entities; namely the func_precipitation and the plain old water brush.
Func_precipitation works fine, except at any height above 128u. I’m in the street, it’s raining; I go up some uncovered stairs, it suddenly stops.
the brush is 648u high, the bottom 128u being the only part it seems to affect.
Any reason why it won’t generate rain within its volume above a certain point?
The next one is simple water. Never had a problem with water before, unless the map has leaked, and mine most certainly has not. When in game, the water affects movement through it and even creates the splash effect when you shoot at it, but there is no visible water. I checked the compile log and the only parts that stood out are here:
It says my water doesn’t have a surface… I don’t see why, as the texture used is the same one valve used in the Hard Rain campaign.
Any help?
About the water issue, you got any area portals that are touching the top of the water or are leaking?
Also post the whole compile log.
I haven’t set up any area portals yet. From the Valve Developer Wiki, I read that a func_precipitation can cause errors when passing through water volumes, but valve placed their’s the same way I am.
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Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
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Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vbsp
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" "
C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\m3_defe
nse.vmf"
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Valve Software - vbsp.exe (Apr 21 2010)
2 threads
materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\m
aterials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.vmf
Patching WVT material: maps/m3_defense/nature/blend_milltowngrass01wet_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 524 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
WATER LEAF WITHOUT SURFACE! mins: 1024 0 -128 maxs: 1536 512 -8
done (0)
writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.prt...Building visibility clusters...
done (0)
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 (0) (253574 bytes)
Cannot build Physics2 data
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DataLinker total stream size 0.0 KiB
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 267 texinfos to 214
Reduced 52 texdatas to 46 (1402 bytes to 1107)
Writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.bsp
3 seconds elapsed
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Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
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Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vvis
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" "
C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\m3_defe
nse"
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Valve Software - vvis.exe (Apr 21 2010)
2 threads
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.prt
240 portalclusters
780 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 (34)
Optimized: 159 visible clusters (0.00%)
Total clusters visible: 48119
Average clusters visible: 200
Building PAS...
Average clusters audible: 240
visdatasize:16379 compressed from 15360
writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.bsp
34 seconds elapsed
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Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
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Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vrad
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2"
"C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\m3_def
ense"
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Valve Software - vrad.exe SSE (Apr 21 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.bsp
Setting up ray-trace acceleration structure... Done (2.66 seconds)
2230 faces
620232 square feet [89313488.00 square inches]
46 Displacements
8035 Square Feet [1157133.38 Square Inches]
2230 patches before subdivision
25330 patches after subdivision
sun extent from map=0.000000
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 2661168, max 699
transfer lists: 20.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1174, 1178, 900)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(139, 135, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(13, 13, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0193 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 670/8192 8040/98304 ( 8.2%)
brushsides 4426/65536 35408/524288 ( 6.8%)
planes 1292/65536 25840/1310720 ( 2.0%)
vertexes 4330/65536 51960/786432 ( 6.6%)
nodes 523/65536 16736/2097152 ( 0.8%)
texinfos 214/12288 15408/884736 ( 1.7%)
texdata 46/2048 1472/65536 ( 2.2%)
dispinfos 46/0 8096/0 ( 0.0%)
disp_verts 1150/0 23000/0 ( 0.0%)
disp_tris 1472/0 2944/0 ( 0.0%)
disp_lmsamples 27600/0 27600/0 ( 0.0%)
faces 2230/65536 124880/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1897/65536 106232/3670016 ( 2.9%)
leaves 536/65536 17152/2097152 ( 0.8%)
leaffaces 2791/65536 5582/131072 ( 4.3%)
leafbrushes 1124/65536 2248/131072 ( 1.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 19634/512000 78536/2048000 ( 3.8%)
edges 13154/256000 52616/1024000 ( 5.1%)
LDR worldlights 3/8192 300/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 332/32768 3320/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7752/65536 15504/131072 (11.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 992328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 16379/16777216 ( 0.1%)
entdata [variable] 15824/393216 ( 4.0%)
LDR ambient table 536/65536 2144/262144 ( 0.8%)
HDR ambient table 536/65536 2144/262144 ( 0.8%)
LDR leaf ambient 2725/65536 76300/1835008 ( 4.2%)
HDR leaf ambient 536/65536 15008/1835008 ( 0.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/7504 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/9780 ( 0.0%)
pakfile [variable] 175538/0 ( 0.0%)
physics [variable] 253574/4194304 ( 6.0%)
physics terrain [variable] 5828/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 7478
Writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\m3_defense.bsp
1 minute, 1 second elapsed
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Running command: copy "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk
_content\mapsrc\m3_defense.bsp" "c:\program files\steam\steamapps\common\left 4
dead 2\left4dead2\maps\m3_defense.bsp"
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Finished. Press a key to close.
Edit:
I placed a water_lod_control entity and some other entities I copied over from the campaigns and now my water works. As for the rain above a certain height, still needs some work.
It looks so much better in real-time.
Try making the rain brush really tall. I remember looking at L4D1’s No Mercy and seeing that the rain brush was an extra 600-700 units above the player-rooftops.
Rather odd that Valve would make a rain-effect-brush that only affects the bottom half, but I suppose it makes sense, seeing how valve likes to make uber-high sky boxes and I like to make short ones (512u off of the highest point a player can reach). I’ll try that, it should solve the problem. Thanks.
Probably has something to do with the tracers that make the rain and the particle effect.