Water reflection

Hello guys , Im getting some wierd reflections on the water in my map . I was wondering if anybody know how to fix it ? [Sorry for my bad english]

http://img24.imageshack.us/img24/9418/zke6.jpg

http://img842.imageshack.us/img842/3945/4m0x.jpg

Thanks

Check your cubemap and look here https://developer.valvesoftware.com/wiki/Water_%28shader%29

Im using the water as func_water_analog , is that ok ?

The wiki says the only two materials to render correctly as a func_water_analog is nature/water_movingplane and nature/water_dx70 materials.


This is ostensibly because of how the material effects on the more complex water shaders require static brushes, so they can optimize what's visible to the water surface. 
A moving water surface would break this effect, so therefore full water shaders are unusable on a moving surface.

So yeah, that’s probably your issue.

No, water shouldn’t be tied to anything unless it’s moving.

Also, check for leaks.

I removed the func_water_analog , but the water reflection is still wierd… And which texture should i use

Have you placed cubemaps and ran buildcubemaps in console?

Either way, try replacing it with another water texture and see if you get the same reflection result.

Still the same after executing buildcubemaps and also changing textures

also, heres the compile log :


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Desktop\rp_city4_a2_set.vmf"

Valve Software - vbsp.exe (Jun 18 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Tiago\Desktop\rp_city4_a2_set.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/INFTRIMA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
material "tools/toolswhite" not found.
Material not found!: TOOLS/TOOLSWHITE
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_city4_a2_set/de_chateau/groundd_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-3922.62 2058.37 -491.68) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 6656.0 739.3)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 7168.0 739.3)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 7168.0 739.3)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 5120.0 899.5)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 5120.0 -451.2)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 5632.0 739.3)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3559.0 5120.0 225.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3559.0 5120.0 1576.4)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1344 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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
material "decals/decal_combine_core" not found.
Building Physics collision data...
done (1) (1423030 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6747 texinfos to 4481
Reduced 1070 texdatas to 896 (55534 bytes to 48855)
Writing C:\Users\Tiago\Desktop\rp_city4_a2_set.bsp
7 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Desktop\rp_city4_a2_set"

Valve Software - vvis.exe (Jun 18 2013)
8 threads
reading c:\users	iago\desktop\rp_city4_a2_set.bsp
reading c:\users	iago\desktop\rp_city4_a2_set.prt
LoadPortals: couldn't read c:\users	iago\desktop\rp_city4_a2_set.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Desktop\rp_city4_a2_set"

Valve Software - vrad.exe SSE (Jun 18 2013)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users	iago\desktop\rp_city4_a2_set.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.39 seconds)
20787 faces
4 degenerate faces
2931941 square feet [422199488.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
90 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (78)
Build Patch/Sample Hash Table(s).....Done<0.0975 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (37)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 137/1024         6576/49152    (13.4%) 
brushes               3761/8192        45132/98304    (45.9%) 
brushsides           28715/65536      229720/524288   (43.8%) 
planes               18736/65536      374720/1310720  (28.6%) 
vertexes             32876/65536      394512/786432   (50.2%) 
nodes                11500/65536      368000/2097152  (17.5%) 
texinfos              4481/12288      322632/884736   (36.5%) 
texdata                896/2048        28672/65536    (43.8%) 
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                20787/65536     1164072/3670016  (31.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            11485/65536      643160/3670016  (17.5%) 
leaves               11638/65536      372416/2097152  (17.8%) 
leaffaces            26954/65536       53908/131072   (41.1%) 
leafbrushes           9868/65536       19736/131072   (15.1%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges           146252/512000     585008/2048000  (28.6%) 
edges                87272/256000     349088/1024000  (34.1%) 
LDR worldlights         90/8192         7920/720896   ( 1.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips           2018/32768       20180/327680   ( 6.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         35136/65536       70272/131072   (53.6%) 
cubemapsamples          63/1024         1008/16384    ( 6.2%) 
overlays                 4/512          1408/180224   ( 0.8%) 
LDR lightdata         [variable]    15800664/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      180289/393216   (45.8%) 
LDR ambient table    11638/65536       46552/262144   (17.8%) 
HDR ambient table    11638/65536       46552/262144   (17.8%) 
LDR leaf ambient     54561/65536     1527708/1835008  (83.3%) VERY FULL!
HDR leaf ambient     11638/65536      325864/1835008  (17.8%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/42060    ( 0.0%) 
pakfile               [variable]     7035943/0        ( 0.0%) 
physics               [variable]     1423030/4194304  (33.9%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 58311
Writing c:\users	iago\desktop\rp_city4_a2_set.bsp
2 minutes, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tiago\Desktop\rp_city4_a2_set.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_city4_a2_set.bsp"



Yeah, you have a leak to say the least. You can try and find and fix this leak by clicking the Map tab on the top bar, and then click Load Pointfile. This will generate a red line in Hammer leading to your leak(s). Make sure to unload the pointfile before compiling again. If you have multiple leaks, it may take various fixes/compiles to find/fix all of them.

For future reference, run your compile logs through the Interlopers Error Finder. It’ll tell you about/how to fix any errors in your map.

Still broken … when i load the map , the reflection is ok , but after some seconds seems that the Reflection loads and brake the water .

If you’ve fixed the leak and the reflection is still bad…

Make sure you haven’t placed reflective water on two or more different heights in Hammer, or at an angle. Source only allows for 1 height of reflective water. The water can be anywhere, but its surface all has to line up at the same height in the side and front views, otherwise reflections won’t work. (This includes func_reflective_glass entities too.)

Cubemaps are actually generating for you? For me after executing buildcubemaps in console, it appears to reset to default (running on the EP2 build).

There were a lot of leaks in the map, and filling those solves the problem.