Water Problem

TMB

Banned
Jun 7, 2015
821
323
Hi, emm, i have a problem with water, i put the water on hammer and looks ok but in game doesnt appear but i can swin, can someone help me?
 

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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
This is usually caused by a leak. Also, water needs to be inclosed from all sides by a wall except the top for it to render properly. Your first screenshot shows a massive area with no wall to contain the water.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
And leaks? Also, make sure to run VVIS. Even on Fast it's enough but it needs to run.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Again, did you run VVIS? Water needs VIS information for it to render properly.

Just... post the compile log.
 

TMB

Banned
Jun 7, 2015
821
323
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Alex\Desktop\TMB\Hammer Maps\pl_watercity\pl_watercity_a1.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Alex\Desktop\TMB\Hammer Maps\pl_watercity\pl_watercity_a1.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...
done (0) (16172 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 19 texinfos to 14
Reduced 9 texdatas to 8 (228 bytes to 181)
Writing C:\Users\Alex\Desktop\TMB\Hammer Maps\pl_watercity\pl_watercity_a1.bsp
Wrote ZIP buffer, estimated size 433, actual size 353
0 seconds elapsed



8 threads
reading c:\users\alex\desktop\tmb\hammer maps\pl_watercity\pl_watercity_a1.bsp
reading c:\users\alex\desktop\tmb\hammer maps\pl_watercity\pl_watercity_a1.prt
1 portalclusters
0 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\users\alex\desktop\tmb\hammer maps\pl_watercity\pl_watercity_a1.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\users\alex\desktop\tmb\hammer maps\pl_watercity\pl_watercity_a1.bsp
544 faces
627884 square feet [90415408.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
544 patches before subdivision
22314 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 725582, max 273
transfer lists: 5.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(54629, 39282, 39698)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(5940, 3451, 3035)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1242, 500, 403)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(364, 87, 64)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(151, 19, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(71, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(36, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(18, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(9, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(5, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0035 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 1/1024 48/49152 ( 0.1%)
brushes 46/8192 552/98304 ( 0.6%)
brushsides 338/65536 2704/524288 ( 0.5%)
planes 296/65536 5920/1310720 ( 0.5%)
vertexes 740/65536 8880/786432 ( 1.1%)
nodes 353/65536 11296/2097152 ( 0.5%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 8/2048 256/65536 ( 0.4%)
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 544/65536 30464/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 147/65536 8232/3670016 ( 0.2%)
leaves 355/65536 11360/2097152 ( 0.5%)
leaffaces 619/65536 1238/131072 ( 0.9%)
leafbrushes 197/65536 394/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3129/512000 12516/2048000 ( 0.6%)
edges 1639/256000 6556/1024000 ( 0.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 111/32768 1110/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1386/65536 2772/131072 ( 2.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 343404/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 2358/393216 ( 0.6%)
LDR ambient table 355/65536 1420/262144 ( 0.5%)
HDR ambient table 355/65536 1420/262144 ( 0.5%)
LDR leaf ambient 2230/65536 62440/1835008 ( 3.4%)
HDR leaf ambient 355/65536 9940/1835008 ( 0.5%)
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] 1/304 ( 0.3%)
pakfile [variable] 353/0 ( 0.0%)
physics [variable] 16172/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1454
Writing c:\users\alex\desktop\tmb\hammer maps\pl_watercity\pl_watercity_a1.bsp
2 seconds elapsed
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That is one hell of a cut-down compile log. Even Interlopers can't find the start and end of separate compile processes.

You might wanna validate TF2's cache via Steam.

Also, is the TF2 console spitting out any errors?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Don't run VVIS on "fast". Doing that just tells it to not actually run, but claim that it did anyway.

Also make sure you have a water_lod_control somewhere in your map.
 
May 25, 2015
390
307
Don't run VVIS on "fast". Doing that just tells it to not actually run, but claim that it did anyway.
Is this a bug with the compiler? Running VVIS on fast is supposed to still generate rudimentary which leafs can see each other, without actually testing whether or not they do, which makes it run faster but results in less accurate vis information (basicly everyhting is rendered at once). Fast VVIS is useful if you need to quickly compile and test your map, though not for testing vis related stuff like water.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Don't run VVIS on "fast". Doing that just tells it to not actually run, but claim that it did anyway.

Also make sure you have a water_lod_control somewhere in your map.
Water is supposed to render just fine when compiled with VVIS on fast, at least it did when I did it for Snowville back in December. Unless a recent compiler bug has changed that.
 

Aeix

L3: Member
Feb 14, 2016
147
58
Also, water needs to be inclosed from all sides by a wall except the top for it to render properly
Just to check, have you enclosed the bottom of the brush with a brush that isn't water?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Just to check, have you enclosed the bottom of the brush with a brush that isn't water?
I forgot to mention that not enclosing the bottom (with either a brush or displacement) doesn't necessarily stop water from rendering, it just doesn't refract the ground under it. The surface is fine though.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Post your VMF, then we can help even further.