Underground Water

Discussion in 'Mapping Questions & Discussion' started by simge24, Mar 10, 2016.

  1. simge24

    simge24 L1: Registered

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    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
     

    Attached Files:

  2. Vel0city

    aa Vel0city func_fish

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    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).
     
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  3. simge24

    simge24 L1: Registered

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    Thanks I'll try some of that, but i just need to ask, what is WIS?
     
  4. Nicky

    aa Nicky Lets try something new!

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    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.
     
  5. hutty

    aa hutty

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    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.

    [​IMG]

    You can make sure VIS is running in your compile by checking the normal option before compiling.
    [​IMG]

    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.
     
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  6. killohurtz

    aa killohurtz Distinction in Applied Carving

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    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.
     
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  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    water won't show until you do a full compile is the easiest answer
     
  8. simge24

    simge24 L1: Registered

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    I've checked numerous times there is no leak. I do wonder why the skybox texture is on the surface though
     
  9. Three Million

    Three Million L5: Dapper Member

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    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.
     
  10. LadyRaee

    LadyRaee CHEERFULLY SUICIDAL

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    Oh dear Cthulhu, never do that. Never, ever make your skybox a box.
    Never. Just don't.
     
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  11. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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

    Three Million L5: Dapper Member

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    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
     
  13. LadyRaee

    LadyRaee CHEERFULLY SUICIDAL

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    Phew, good. Skyboxbox is the worst thing to ever test with (else than your first layout, even a1 should have somehow proper-ish sky)
     
  14. simge24

    simge24 L1: Registered

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    What Do you mean then?
     
  15. MoonFox

    MoonFox L10: Glamorous Member

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    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
     
  16. Lampenpam

    aa Lampenpam

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    He means this
     
  17. simge24

    simge24 L1: Registered

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    I have some more screenshots that may help you work out what's going on
     

    Attached Files:

  18. MoonFox

    MoonFox L10: Glamorous Member

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    so whats the issue? is it having vis error from outside the water? or what?
     
  19. Lampenpam

    aa Lampenpam

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    Post your compile log. Also make sure you don't use a water texture that has the word "beneath" in it.
     
  20. simge24

    simge24 L1: Registered

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    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"