Underground Water

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simge24

L1: Registered
Aug 3, 2015
6
0
I'm fairly new to making maps and have stumbled across an issue. In my map I have some water underground, but when it is viewed from above, the surface has the skybox texture, despite me using the water texture. Also when looking into the water the effect that happens when you have a leak occurs, however I can find no leak and have checked numerous times.

Please can anyone help me to resolve this issue it would be greatly appritiated.

P.S. How do I upload maps
 

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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You say you have no leak. Did you check that with the "Load Pointfile" option? If you did and there is no leak indeed, make sure VIS is running during the compile. Water needs VVIS in order for it to work. Also make sure that the only way to get into the body of water is from the top. Finally, make sure that your entire body of water is a brush covered in nodraw, and the top face of that brush is covered in a normal water material (no _bottom textures or anything like that).
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Thanks I'll try some of that, but i just need to ask, what is WIS?
VIS is basically visibility, during a compile it calculates what can and can't be seen inside of each visleaf. That's why having not too many visleafs helps with compile times, you can do this with "func_detail"ing.
 

hutty

aa
Mar 30, 2014
538
444
To clarify, VIS is one of many things that happens while compiling the map. It is the part of the compile that determines if your map has a leak or not. (it is essential for optimizing your map when it gets more detailed. )

To check if you have a leak, click load pointfile. If you have a leak it will draw a red line that travels across the map from an entity to the leaking hole. If you don't have a leak it will open a file browser window asking you to find the point file.
Which you can close, because that just means it can't find a point-file, which means it can't find a leak.

KCZzymd.png


You can make sure VIS is running in your compile by checking the normal option before compiling.
zvQjmtJ.png


If that still doesn't work, you can toss the compile output text into this site here http://www.interlopers.net/errors/ and it will tell you what is going wrong.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Actually, VBSP is the process that determines leaks. VVIS depends on something called a portal file, which VBSP generates only if it finds no leaks. If you don't have that file, then VVIS won't run at all.

If your map is leak-free and the water still won't render, make sure you don't have any other water surfaces nearby at a different height. That usually causes rendering issues.
 
Oct 6, 2008
1,947
445
water won't show until you do a full compile is the easiest answer
 

simge24

L1: Registered
Aug 3, 2015
6
0
I've checked numerous times there is no leak. I do wonder why the skybox texture is on the surface though
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
I had a map that did that, are you using a skybox and putting it around your entire map? Thats what fixed mine. It might be easier if you uploaded the vmf file so we can take a look at it.
 

LadyRaee

CHEERFULLY SUICIDAL
Sep 1, 2012
197
216
I had a map that did that, are you using a skybox and putting it around your entire map? Thats what fixed mine. It might be easier if you uploaded the vmf file so we can take a look at it.
Oh dear Cthulhu, never do that. Never, ever make your skybox a box.
Never. Just don't.
 
Oct 6, 2008
1,947
445
I've checked numerous times there is no leak. I do wonder why the skybox texture is on the surface though

That would explain it - make the brush all no draw texture then on the top face only put on the water texture
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Oh dear Cthulhu, never do that. Never, ever make your skybox a box.
Never. Just don't.

I didnt imply to make it a box, I know not to do that. I meant just make a skybox around your map using the brush tool and make it wall by wall. Not the terrible Make Hollow option
 

simge24

L1: Registered
Aug 3, 2015
6
0
I didnt imply to make it a box, I know not to do that. I meant just make a skybox around your map using the brush tool and make it wall by wall. Not the terrible Make Hollow option
What Do you mean then?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
What Do you mean then?
it means, don't make a giant box then hollow it, take time to enclose an area to give the skybox presence, while also limiting it. if you have a skylight, you don't have to enclose the entire thing, its better to just add one bit of skybox to the hole outside, to enforce lighting and remove the void from it
 

simge24

L1: Registered
Aug 3, 2015
6
0
I have some more screenshots that may help you work out what's going on
 

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MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
so whats the issue? is it having vis error from outside the water? or what?
 
Mar 23, 2013
1,013
347
Post your compile log. Also make sure you don't use a water texture that has the word "beneath" in it.
 

simge24

L1: Registered
Aug 3, 2015
6
0
Is this what you meant by my compile log:

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.vmf
Patching WVT material: maps/koth_stairway_to_heaven/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/koth_stairway_to_heaven/nature/blendgroundtogravel005_wvt_patch
Patching WVT material: maps/koth_stairway_to_heaven/coalmines/blendgroundtograss_coalmines_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 light_environment (301.90 225.56 8217.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 3144.0 1695.9)
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 (3072.0 3144.0 -200.0)
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 (3072.0 3656.0 1479.9)
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 (3072.0 3584.0 3372.0)
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 (3584.0 4096.0 1524.0)
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 (4096.0 3584.0 1524.0)
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 (3072.0 2560.0 1695.9)
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 (3072.0 2560.0 -200.0)
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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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...
done (0) (101680 bytes)
Error loading studio model ""!
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 686 texinfos to 546
Reduced 30 texdatas to 26 (947 bytes to 782)
Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.bsp
Wrote ZIP buffer, estimated size 2364, actual size 1882
2 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven"

Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.bsp
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.prt


** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.36 seconds)
4165 faces
2566340 square feet [369553024.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
41 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33)
Build Patch/Sample Hash Table(s).....Done<0.0893 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 273/8192 3276/98304 ( 3.3%)
brushsides 1732/65536 13856/524288 ( 2.6%)
planes 1060/65536 21200/1310720 ( 1.6%)
vertexes 5218/65536 62616/786432 ( 8.0%)
nodes 1812/65536 57984/2097152 ( 2.8%)
texinfos 546/12288 39312/884736 ( 4.4%)
texdata 26/2048 832/65536 ( 1.3%)
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 4165/65536 233240/3670016 ( 6.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1184/65536 66304/3670016 ( 1.8%)
leaves 1831/65536 58592/2097152 ( 2.8%)
leaffaces 5257/65536 10514/131072 ( 8.0%)
leafbrushes 903/65536 1806/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23060/512000 92240/2048000 ( 4.5%)
edges 12102/256000 48408/1024000 ( 4.7%)
LDR worldlights 41/8192 3608/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 214/32768 2140/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2904/65536 5808/131072 ( 4.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 19723532/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 29573/393216 ( 7.5%)
LDR ambient table 1831/65536 7324/262144 ( 2.8%)
HDR ambient table 1831/65536 7324/262144 ( 2.8%)
LDR leaf ambient 12917/65536 361676/1835008 (19.7%)
HDR leaf ambient 1831/65536 51268/1835008 ( 2.8%)
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] 1/4740 ( 0.0%)
pakfile [variable] 1882/0 ( 0.0%)
physics [variable] 101680/4194304 ( 2.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 10004
Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_stairway_to_heaven.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_stairway_to_heaven.bsp"