Water issue. Water is visible, but flashing

So I had this water issue.
I don’t really know how to describe it…

Yes.

  • I tried changing water texture.

I use this texture; “water_canals_city_murky”

Heres a video where you can see the water sort of flashing.

Looks like your whole map is flashing.

Do you have any cubemaps placed?

No, I had once, but that was because I wanted to try creating one. But it failed.
:confused:

[editline]9th January 2013[/editline]

Maybe I got one around making that?

You’ll need an env_cubemap entity in the center of that room. Then, compile the map, go ingame, and in the console write buildcubemaps and press enter. It’ll reload automatically and your water should be fixed. I don’t think this is a leak because you’d have invisible water if it was the case.

post compile log please

Yea, well, I just removed all the water, and that fixed it… So there must be something wrong with the water…

[editline]9th January 2013[/editline]

materialPath: c:\program files (x86)\steam\steamapps\mixl_dk\counter-strike source\cstrike\materials
Loading C:\Users\MikkelDM\Desktop\Source SDK\deathrun_May_Alpha_V16_111.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\mixl_dk\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides…
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 34 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\MikkelDM\Desktop\Source SDK\deathrun_May_Alpha_V16_111.prt…Building visibility clusters…
done (0)
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
Building Physics collision data…
done (1) (409013 bytes)
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 1285 texinfos to 708
Reduced 53 texdatas to 39 (1988 bytes to 992)
Writing C:\Users\MikkelDM\Desktop\Source SDK\deathrun_May_Alpha_V16_111.bsp
2 seconds elapsed

6 threads
reading c:\users\mikkeldm\desktop\source sdk\deathrun_May_Alpha_V16_111.bsp
reading c:\users\mikkeldm\desktop\source sdk\deathrun_May_Alpha_V16_111.prt
1818 portalclusters
5369 numportals
0…1…2…3…4…5…6…7…8…9…10Optimized: 56171 visible clusters (5.56%)
Total clusters visible: 1010579
Average clusters visible: 555
Building PAS…
Average clusters audible: 773
visdatasize:622958 compressed from 843552
writing c:\users\mikkeldm\desktop\source sdk\deathrun_May_Alpha_V16_111.bsp
1 second elapsed

[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\users\mikkeldm\desktop\source sdk\deathrun_May_Alpha_V16_111.bsp
5633 faces
1 degenerate faces
669201 square feet [96365008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5632 patches before subdivision
36164 patches after subdivision
86 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 5717737, max 865
transfer lists: 43.6 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(172636, 211863, 212092)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(14707, 18628, 17450)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(1816, 2657, 2438)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(199, 293, 247)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(26, 42, 35)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(3, 5, 4)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s)…Done<0.0127 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0…1…2…3…4…5…6…7…8…9…10Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 149/1024 7152/49152 (14.6%)
brushes 946/8192 11352/98304 (11.5%)
brushsides 7855/65536 62840/524288 (12.0%)
planes 6564/65536 131280/1310720 (10.0%)
vertexes 9347/65536 112164/786432 (14.3%)
nodes 4894/65536 156608/2097152 ( 7.5%)
texinfos 708/12288 50976/884736 ( 5.8%)
texdata 39/2048 1248/65536 ( 1.9%)
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 5633/65536 315448/3670016 ( 8.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3111/65536 174216/3670016 ( 4.7%)
leaves 5044/65536 161408/2097152 ( 7.7%)
leaffaces 6762/65536 13524/131072 (10.3%)
leafbrushes 2270/65536 4540/131072 ( 3.5%)
areas 8/256 64/2048 ( 3.1%)
surfedges 38360/512000 153440/2048000 ( 7.5%)
edges 22482/256000 89928/1024000 ( 8.8%)
LDR worldlights 86/8192 7568/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 12/32768 144/393216 ( 0.0%)
waterstrips 259/32768 2590/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4446/65536 8892/131072 ( 6.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3298492/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 622958/16777216 ( 3.7%)
entdata [variable] 292618/393216 (74.4%)
LDR ambient table 5044/65536 20176/262144 ( 7.7%)
HDR ambient table 5044/65536 20176/262144 ( 7.7%)
LDR leaf ambient 19849/65536 555772/1835008 (30.3%)
HDR leaf ambient 5044/65536 141232/1835008 ( 7.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 216144/0 ( 0.0%)
physics [variable] 409013/4194304 ( 9.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 14291
Writing c:\users\mikkeldm\desktop\source sdk\deathrun_May_Alpha_V16_111.bsp
57 seconds elapsed

[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\users\mikkeldm\desktop\source sdk\deathrun_May_Alpha_V16_111.bsp
5633 faces
1 degenerate faces
669201 square feet [96365008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5632 patches before subdivision
36164 patches after subdivision
86 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 5717737, max 865
transfer lists: 43.6 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(172639, 211866, 212093)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(14707, 18629, 17450)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(1816, 2657, 2438)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(199, 293, 247)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(26, 42, 35)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(3, 5, 4)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s)…Done<0.0123 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0…1…2…3…4…5…6…7…8…9…10Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 149/1024 7152/49152 (14.6%)
brushes 946/8192 11352/98304 (11.5%)
brushsides 7855/65536 62840/524288 (12.0%)
planes 6564/65536 131280/1310720 (10.0%)
vertexes 9347/65536 112164/786432 (14.3%)
nodes 4894/65536 156608/2097152 ( 7.5%)
texinfos 708/12288 50976/884736 ( 5.8%)
texdata 39/2048 1248/65536 ( 1.9%)
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 5633/65536 315448/3670016 ( 8.6%)
hdr faces 5633/65536 315448/3670016 ( 8.6%)
origfaces 3111/65536 174216/3670016 ( 4.7%)
leaves 5044/65536 161408/2097152 ( 7.7%)
leaffaces 6762/65536 13524/131072 (10.3%)
leafbrushes 2270/65536 4540/131072 ( 3.5%)
areas 8/256 64/2048 ( 3.1%)
surfedges 38360/512000 153440/2048000 ( 7.5%)
edges 22482/256000 89928/1024000 ( 8.8%)
LDR worldlights 86/8192 7568/720896 ( 1.0%)
HDR worldlights 86/8192 7568/720896 ( 1.0%)
leafwaterdata 12/32768 144/393216 ( 0.0%)
waterstrips 259/32768 2590/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4446/65536 8892/131072 ( 6.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3298492/0 ( 0.0%)
HDR lightdata [variable] 3298492/0 ( 0.0%)
visdata [variable] 622958/16777216 ( 3.7%)
entdata [variable] 292618/393216 (74.4%)
LDR ambient table 5044/65536 20176/262144 ( 7.7%)
HDR ambient table 5044/65536 20176/262144 ( 7.7%)
LDR leaf ambient 19849/65536 555772/1835008 (30.3%)
HDR leaf ambient 19849/65536 555772/1835008 (30.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 216144/0 ( 0.0%)
physics [variable] 409013/4194304 ( 9.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 14291
Writing c:\users\mikkeldm\desktop\source sdk\deathrun_May_Alpha_V16_111.bsp
56 seconds elapsed

[editline]9th January 2013[/editline]

Any help?

[editline]9th January 2013[/editline]

Making an enc_cubemap does NOT work. Just makes the map light up more.

Nothing in the compile log.

Are you sure you wrote “buildcubemaps” in the console AND reloaded the map?

I don’t use the cubemap
It’s useless since I dont have any light source above. (Sun)

And even if I make it, it will still do the same.

By the way, the water only act wird right there… I guess there must be a problem with the place

You don’t need a cubemap. What texture is the water, and are you sure all faces besides the top are set to “nodraw” ?

Only TOP is textured.
Sides are nodraw.
Bottom is nodraw as well.

[editline]9th January 2013[/editline]

I found a problem too that might have something to do with this.

Then you die, you fall throug the map. And my props in the map goes throug the map as well.

See what i mean here: http://www.youtube.com/watch?v=tunlVWEM0r0

When the round ends, the props are reset. Make sure in hammer they are “above” the floor by a couple of units, and make sure they fall onto a world brush, not a func_detail or another entity. If possible.

The water, change it do a different texture, preferably a “cheap” texture. Does it still do the same thing?

Thank you so much Dark for awnsering my questing, you might be the guy who know about this.

I dont know about that texture. But I know that it seams to happen alot to the water textures. The water changes all the time, but is that because of the props? (The props is; Prop_dymanic)
It only happens in that room and not the others. Much be something with the level. On the other side of the level it doesn’t happen.

Did you also see in the last part of the video that my css model was flying around after I died?

[editline]9th January 2013[/editline]

Soo, I changed to cheap texture, but the water looks wird, some short of mat.
Some places the water also disappears then looking from diffrent angels…

How large is the body of water? Is it one “large” brush or broken up into smaller pieces?

This is an issue with HDR, the same things happen in HL2 and DOD; no idea how to fix it though.

do you have a tonemap controller

set min and max exposure to the same values of 1

One lage, but I found something that might do some of this crap.
A water brush was a func_detail.

[editline]10th January 2013[/editline]

What do you mean? Theres no min and mix…?

[editline]10th January 2013[/editline]

What do you mean with it happens in Hl2 and DOD?
There mush be a way to fix it.

use a logic_auto to send these inputs to a named tonemap controller

p sure this will solve the issue of flickering map from what I saw in your vid

Thank you so much!! The light is fixed.

But, the water still flashing…

Will a Water_lod_control do it?

Anyone?

water requires a water_lod_control to work properly pretty sure

also maybe at least one cubemap near the surface