Need help with skybox + water

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Elpie-o

L1: Registered
May 22, 2010
13
0
I'm a beginer to hammer and I've started a arena map, so far so good except I've run into a water\skybox issue. I learned how to change skybox textures from the default one. When I had the default one the water displayed fine (cept one less important issue, below, which I also need help with) but with the new one the water makes the geometry underneath it invisable so you see the bottom of the skybox and you can't see the water texture. I'm using The textures sky_goldrush_01 and water_2fort.

Another issue which I've had since the start is on objects with reflections it shows the purple\black missing texture thing instead of a reflection, this happened when the water was working on the water surface. I haven't manualy put in a light source so if that's the problame just say so and I'll find a tutorial for it.

Thanks!
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
The water issue is likely caused by a leak in your map. Check your compile log for any errors or leaks using interloper's error checking tool. I don't have the link on me at the moment, but I'm sure someone will post it if you can't find it through google.

The reflectivity issue is standard for most reflective surfaces - it isn't an error. Place some env_cubemap entities around your map, then compile and load it up in-game. The console command "buildcubemaps" will build them and apply them to reflective surfaces. There won't be an obvious change at first, but restarting the game (or exiting the map and entering in the console command "mat_reloadallmaterials") will cause reflections to work properly. I've seen various other console commands recommended for use with this - I was originally told to use "mat_specular 0" before building the cubemaps, and I do it out of habit.

Note that building cubemaps will increase your map's filesize, and takes varying amounts of time, so it really isn't necessary until you're ready to release a version for testing. However, it is VERY important that you do build them, as NO ONE wants to look at those checkerboards.
 

Elpie-o

L1: Registered
May 22, 2010
13
0
Thanks, the reflection problame is gone, but I still have the water not showing brushes, I went to interlopers and it said
Can't load skybox file skybox/sky_harvest_01 to build the default cubemap
I suppose I'll probably sound stupid, but what do I do from there? Should I go back to the default skybox where I didn't have the problame or is there a value or something I don't know about?
I put some env_cubemap around the place and it fixed the reflections, so then I ran the commands because the water wasn't fixed but nothing so far has helped. Thanks!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Could you post the full compile log here? Even though Interlopers does provide a useful compile checker, it ends up pointing out every problem, even ones that aren't fatal. If we could see the log, we can determine whether or not you have a leak.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Ignore that error as everyone gets it.
With the cubemaps, place them 16 units above the water surface, and in its properties, make sure to select brush as the water surface. It doesn't matter what part above the water, just so long as it is 16 units overhead.

Another tip with water, make sure to compile with Vis.
 

Elpie-o

L1: Registered
May 22, 2010
13
0
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.vmf"

Valve Software - vbsp.exe (May 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.vmf
Patching WVT material: maps/oilrig/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/oilrig/egypt/sand_floor_blend_04_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 (-1115.00 457.00 -482.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_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) (53177 bytes)
Static prop models/props_2fort/corrugated_metal006.mdl outside the map (64.00, 942.00, -3.00)
Static prop models/props_farm/wood_pile.mdl outside the map (248.00, 1562.18, 84.00)
Static prop models/props_forest/basketball_hoop.mdl outside the map (-96.00, 2286.00, 31.00)
Static prop models/props_2fort/tracks001.mdl outside the map (-1154.00, 852.00, 452.00)
Static prop models/props_2fort/tracks001.mdl outside the map (1027.00, 819.00, 452.00)
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 267 texinfos to 186
Reduced 31 texdatas to 26 (800 bytes to 623)
Writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
2 seconds elapsed

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

Valve Software - vvis.exe (May 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.prt


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

Valve Software - vrad.exe SSE (May 7 2010)

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

Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.64 seconds)
1233 faces
644837 square feet [92856528.00 square inches]
12 Displacements
70807 Square Feet [10196330.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0111 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 146/8192 1752/98304 ( 1.8%)
brushsides 905/65536 7240/524288 ( 1.4%)
planes 594/65536 11880/1310720 ( 0.9%)
vertexes 2174/65536 26088/786432 ( 3.3%)
nodes 848/65536 27136/2097152 ( 1.3%)
texinfos 186/12288 13392/884736 ( 1.5%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 115696/0 115696/0 ( 0.0%)
faces 1233/65536 69048/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 502/65536 28112/3670016 ( 0.8%)
leaves 851/65536 27232/2097152 ( 1.3%)
leaffaces 1579/65536 3158/131072 ( 2.4%)
leafbrushes 749/65536 1498/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7987/512000 31948/2048000 ( 1.6%)
edges 4428/256000 17712/1024000 ( 1.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 135/32768 1350/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1947/65536 3894/131072 ( 3.0%)
cubemapsamples 16/1024 256/16384 ( 1.6%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 774380/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7429/393216 ( 1.9%)
LDR ambient table 851/65536 3404/262144 ( 1.3%)
HDR ambient table 851/65536 3404/262144 ( 1.3%)
LDR leaf ambient 454/65536 12712/1835008 ( 0.7%)
HDR leaf ambient 851/65536 23828/1835008 ( 1.3%)
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] 1/5240 ( 0.0%)
pakfile [variable] 1363/0 ( 0.0%)
physics [variable] 53177/4194304 ( 1.3%)
physics terrain [variable] 2402/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 3483
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
5 seconds elapsed

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


ok, That's the compile log.

Also by "Compile with Vis" do you mean a different compiler or a setting (sorry, I'm new)?

Also, sorry about the delay between this but the internet died.
Thanks all =)
P.S. the map wont actualy be an oilrig or anything really close, I just named it that on the spot because the only other name, which I have decided to use now anyway, made it seem like a theempark. It will be known as Sealand and was inspired by a photo by that name.
 

Radishes

L1: Registered
May 3, 2009
18
1
EarlySealand.jpg


This baby? :D
 

Elpie-o

L1: Registered
May 22, 2010
13
0
Yeah. Did you google it or had you already seen it, anyway the map's a pretty loose version (walled off, scaffolding on the bottom, stuff like that).
 

Radishes

L1: Registered
May 3, 2009
18
1
Already saw it a long time ago. In fact, I think someone was making a map about it, but it was for gmod I'm pretty sure.

I think it will make a great map, and it fits the backstory as TF2 is set in 1968 (correct me if I'm wrong) and Sealand became privately operated in 1967 :D
 

DjD

L5: Dapper Member
May 18, 2010
230
55
Static prop models/props_2fort/corrugated_metal006.mdl outside the map (64.00, 942.00, -3.00)
Static prop models/props_farm/wood_pile.mdl outside the map (248.00, 1562.18, 84.00)
Static prop models/props_forest/basketball_hoop.mdl outside the map (-96.00, 2286.00, 31.00)
Static prop models/props_2fort/tracks001.mdl outside the map (-1154.00, 852.00, 452.00)
Static prop models/props_2fort/tracks001.mdl outside the map (1027.00, 819.00, 452.00)

THIS is your problem.
Those props are outside your skybox, which causes leaks.
Go to VIEW/ GO TO COORDINATES and enter those coordinates shown behin dthe errors.
It leads you to the faulty props and you can move/delete them
 

Elpie-o

L1: Registered
May 22, 2010
13
0
Thanks, but no success, I tried removing them but nothing changed, and I was confused because none of the objects are outside the skybox.
 

Elpie-o

L1: Registered
May 22, 2010
13
0
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.vmf"

Valve Software - vbsp.exe (May 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.vmf
Patching WVT material: maps/oilrig/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/oilrig/egypt/sand_floor_blend_04_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 (-1115.00 457.00 -482.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_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) (53145 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 267 texinfos to 186
Reduced 31 texdatas to 26 (800 bytes to 623)
Writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
2 seconds elapsed

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

Valve Software - vvis.exe (May 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.prt


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

Valve Software - vrad.exe SSE (May 7 2010)

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

Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.64 seconds)
1239 faces
644837 square feet [92856528.00 square inches]
12 Displacements
70780 Square Feet [10192446.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0112 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 146/8192 1752/98304 ( 1.8%)
brushsides 905/65536 7240/524288 ( 1.4%)
planes 596/65536 11920/1310720 ( 0.9%)
vertexes 2187/65536 26244/786432 ( 3.3%)
nodes 846/65536 27072/2097152 ( 1.3%)
texinfos 186/12288 13392/884736 ( 1.5%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 115696/0 115696/0 ( 0.0%)
faces 1239/65536 69384/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 505/65536 28280/3670016 ( 0.8%)
leaves 849/65536 27168/2097152 ( 1.3%)
leaffaces 1550/65536 3100/131072 ( 2.4%)
leafbrushes 743/65536 1486/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8023/512000 32092/2048000 ( 1.6%)
edges 4455/256000 17820/1024000 ( 1.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 134/32768 1340/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1935/65536 3870/131072 ( 3.0%)
cubemapsamples 16/1024 256/16384 ( 1.6%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 774052/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7429/393216 ( 1.9%)
LDR ambient table 849/65536 3396/262144 ( 1.3%)
HDR ambient table 849/65536 3396/262144 ( 1.3%)
LDR leaf ambient 449/65536 12572/1835008 ( 0.7%)
HDR leaf ambient 849/65536 23772/1835008 ( 1.3%)
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] 1/5238 ( 0.0%)
pakfile [variable] 1363/0 ( 0.0%)
physics [variable] 53145/4194304 ( 1.3%)
physics terrain [variable] 2402/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 3495
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
4 seconds elapsed

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

Elpie-o

L1: Registered
May 22, 2010
13
0
I fixed the error, not through deleting the props, I didn't have have the water as "func_water_analog", just need a few more env_cubemaps an it should be ready to post. Thanks for the help anyway!
 

Radishes

L1: Registered
May 3, 2009
18
1
Leaks cause pregnancy, no matter your sex. Leaks don't discriminate, they only punish!
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
**** leaked ****.

Go to map -> load pointfile.
fix the leak and repeat