Water invisible

charrly

L1: Registered
Dec 8, 2011
27
1
Hi,

I know there are a lot of threads about water and it's possible leaks etc...

Now, I checked all possible leaks using different methods (pointfile, compiler, compiler checker, manually, the valve developpers site, ...)

However, I didn't managed to find the error.

It would be great if you could just take a quick look at the compile log below or at my map file (zippyshare.com).

Many thanks in advance.

Zippyshare:

http://www64.zippyshare.com/v/49949204/file.html

Compile Log:

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.vmf
Patching WVT material: maps/seacottage009/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/seacottage009/nature/blendgroundtograss007_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (846424 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 323 texinfos to 41
Reduced 15 texdatas to 11 (494 bytes to 272)
Writing C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009"

Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.prt
2748 portalclusters
6972 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009"

Valve Software - vrad.exe SSE (Oct 25 2011)

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

Loading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.33 seconds)
352 faces
1776355 square feet [255795200.00 square inches]
40 Displacements
910922 Square Feet [131172824.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0099 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 106/8192 1272/98304 ( 1.3%)
brushsides 636/65536 5088/524288 ( 1.0%)
planes 346/65536 6920/1310720 ( 0.5%)
vertexes 484/65536 5808/786432 ( 0.7%)
nodes 3124/65536 99968/2097152 ( 4.8%)
texinfos 41/12288 2952/884736 ( 0.3%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 4488/0 89760/0 ( 0.0%)
disp_tris 7424/0 14848/0 ( 0.0%)
disp_lmsamples 687928/0 687928/0 ( 0.0%)
faces 352/65536 19712/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 59/65536 3304/3670016 ( 0.1%)
leaves 3127/65536 100064/2097152 ( 4.8%)
leaffaces 2477/65536 4954/131072 ( 3.8%)
leafbrushes 6266/65536 12532/131072 ( 9.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1648/512000 6592/2048000 ( 0.3%)
edges 919/256000 3676/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2620320/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2349/393216 ( 0.6%)
LDR ambient table 3127/65536 12508/262144 ( 4.8%)
HDR ambient table 3127/65536 12508/262144 ( 4.8%)
LDR leaf ambient 26582/65536 744296/1835008 (40.6%)
HDR leaf ambient 3127/65536 87556/1835008 ( 4.8%)
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] 1/2813612 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2224 ( 0.0%)
pakfile [variable] 1821/0 ( 0.0%)
physics [variable] 846424/4194304 (20.2%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 708
Writing c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp" "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\maps\SeaCottage009.bsp"
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
WOW!
Much much water!
I really don´t know if you need this all, but if not then you can put about 50% or more into the 3D skybox.

For me everything worked fine. Haven´t modified anything and the water is there.
water.jpg

(no cubemaps sry)

Here is the bsp and log.

Btw.: I made this some time ago:
Water in 3D Skybox
Should help you with the 3D skybox. ;)

Have Fun!
 

charrly

L1: Registered
Dec 8, 2011
27
1
WOW!
Much much water!
I really don´t know if you need this all, but if not then you can put about 50% or more into the 3D skybox.

For me everything worked fine. Haven´t modified anything and the water is there.
water.jpg

(no cubemaps sry)

Here is the bsp and log.

Btw.: I made this some time ago:
Water in 3D Skybox
Should help you with the 3D skybox. ;)

Have Fun!
NICE!
First one question, how could I implement your skybox (water in skybox) into mine? Cause this should help me a lot!
EDIT: Ok, I see, you made a skybox at each side of you map, never tought it could be so handy.

Secondly, now the water is visibly present, really strange...

Thirdly, many thanks for your useful reaction and very constructive help!
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, don't use power 4 displacements. They are unstable and crash TF2/servers if physics interactions occur with them. Use multiple brushes at power 2-3.