Water looks like shit

Discussion in 'Mapping Questions & Discussion' started by gürbel, Feb 28, 2010.

  1. gürbel

    gürbel L1: Registered

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    Hi there!
    i have again a problem with my water. Sorry i'm new to this.
    I made nodraw brushes with water texture on one site. i made a env_cubemap. i made a water_lod_control and a skybox.
    Why is my water still so ugly?

    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
     
    Last edited: Feb 28, 2010
  2. Micnax

    aa Micnax I maek map

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    You've got yourself a leak.

    Post your compile log :D
     
  3. YM

    aa YM LVL100 YM

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    Have you read our stickies? particularly this one, it goes over common errors http://forums.tf2maps.net/showthread.php?t=3050

    The top one covers leaks which are a common problem with water. Other problems might be a lack of lights, or lack of cubemaps, both of which are covered also.

    And there is no need to post a compile log unless all other means of investigation are exhausted. Especially when we have access to this www.interlopers.net/errors/
     
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  4. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Sorry to be lame but you made a spelling error XD
     
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  5. gürbel

    gürbel L1: Registered

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    Code:
    ** Executing...
    ** Command: "d:\program files\steam\steamapps\gerberli\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\gerberli\team fortress 2\tf" "C:\Users\Dominic\Desktop\mtelchi\cp_mtelchi_001"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: d:\program files\steam\steamapps\gerberli\team fortress 2\tf\materials
    Loading C:\Users\Dominic\Desktop\mtelchi\cp_mtelchi_001.vmf
    Patching WVT material: maps/cp_mtelchi_001/nature/blendgroundtograss007_wvt_patch
    Patching WVT material: maps/cp_mtelchi_001/nature/blendgroundtograss007_nodetail_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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 232 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Dominic\Desktop\mtelchi\cp_mtelchi_001.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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 (1) (80824 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    .Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    10
    Compacting texture/material tables...
    Reduced 503 texinfos to 378
    Reduced 60 texdatas to 41 (2260 bytes to 1275)
    Writing C:\Users\Dominic\Desktop\mtelchi\cp_mtelchi_001.bsp
    4 seconds elapsed
    
    ** Executing...
    ** Command: "d:\program files\steam\steamapps\gerberli\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\gerberli\team fortress 2\tf" "C:\Users\Dominic\Desktop\mtelchi\cp_mtelchi_001"
    
    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\users\dominic\desktop\mtelchi\cp_mtelchi_001.bsp
    reading c:\users\dominic\desktop\mtelchi\cp_mtelchi_001.prt
     911 portalclusters
    3140 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (924)
    Optimized: 2650 visible clusters (0.00%)
    Total clusters visible: 333415
    Average clusters visible: 365
    Building PAS...
    Average clusters audible: 899
    visdatasize:193092  compressed from 218640
    writing c:\users\dominic\desktop\mtelchi\cp_mtelchi_001.bsp
    15 minutes, 25 seconds elapsed
    
    ** Executing...
    ** Command: "d:\program files\steam\steamapps\gerberli\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "d:\program files\steam\steamapps\gerberli\team fortress 2\tf" "C:\Users\Dominic\Desktop\mtelchi\cp_mtelchi_001"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\dominic\desktop\mtelchi\cp_mtelchi_001.bsp
    Setting up ray-trace acceleration structure... Done (1.65 seconds)
    2690 faces
    5 degenerate faces
    1423107 square feet [204927520.00 square inches]
    34 Displacements
    193288 Square Feet [27833576.00 Square Inches]
    2685 patches before subdivision
    zero area child patch
    zero area child patch
    35849 patches after subdivision
    sun extent from map=0.087156
    10 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (8)
    transfers 1573614, max 437
    transfer lists:  12.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(146596, 89889, 64629)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(17912, 6882, 4346)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(4084, 1336, 768)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(1071, 354, 193)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(383, 126, 58)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(143, 45, 18)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(62, 17, 6)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(27, 7, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(12, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(5, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0208 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (7)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  11/1024          528/49152    ( 1.1%) 
    brushes                210/8192         2520/98304    ( 2.6%) 
    brushsides            1479/65536       11832/524288   ( 2.3%) 
    planes                1594/65536       31880/1310720  ( 2.4%) 
    vertexes              4319/65536       51828/786432   ( 6.6%) 
    nodes                 2084/65536       66688/2097152  ( 3.2%) 
    texinfos               378/12288       27216/884736   ( 3.1%) 
    texdata                 41/2048         1312/65536    ( 2.0%) 
    dispinfos               34/0            5984/0        ( 0.0%) 
    disp_verts            9826/0          196520/0        ( 0.0%) 
    disp_tris            17408/0           34816/0        ( 0.0%) 
    disp_lmsamples      229201/0          229201/0        ( 0.0%) 
    faces                 2690/65536      150640/3670016  ( 4.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              751/65536       42056/3670016  ( 1.1%) 
    leaves                2096/65536       67072/2097152  ( 3.2%) 
    leaffaces             3417/65536        6834/131072   ( 5.2%) 
    leafbrushes           2185/65536        4370/131072   ( 3.3%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges            15932/512000      63728/2048000  ( 3.1%) 
    edges                 8483/256000      33932/1024000  ( 3.3%) 
    LDR worldlights         10/8192          880/720896   ( 0.1%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            8/32768          96/393216   ( 0.0%) 
    waterstrips            305/32768        3050/327680   ( 0.9%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          4590/65536        9180/131072   ( 7.0%) 
    cubemapsamples           5/1024           80/16384    ( 0.5%) 
    overlays                 9/512          3168/180224   ( 1.8%) 
    LDR lightdata         [variable]     2356420/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      193092/16777216 ( 1.2%) 
    entdata               [variable]       20551/393216   ( 5.2%) 
    LDR ambient table     2096/65536        8384/262144   ( 3.2%) 
    HDR ambient table     2096/65536        8384/262144   ( 3.2%) 
    LDR leaf ambient      8093/65536      226604/1835008  (12.3%) 
    HDR leaf ambient      2096/65536       58688/1835008  ( 3.2%) 
    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]           1/13762    ( 0.0%) 
    pakfile               [variable]        8117/0        ( 0.0%) 
    physics               [variable]       80824/4194304  ( 1.9%) 
    physics terrain       [variable]        7448/1048576  ( 0.7%) 
    
    Level flags = 0
    
    Total triangle count: 7539
    Writing c:\users\dominic\desktop\mtelchi\cp_mtelchi_001.bsp
    31 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Dominic\Desktop\mtelchi\cp_mtelchi_001.bsp" "d:\program files\steam\steamapps\gerberli\team fortress 2\tf\maps\cp_mtelchi_001.bsp"
    
    Thats the compile log

    hammer error checker doesn't find anything
    interlopers say nothing about this problem
    no .lin file was created

    i don't know what went wrong...

    By the way: how can i change the prop_detail which the texture uses?

    Thanks for the support!
     
  6. OlafK

    OlafK L2: Junior Member

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    15
    Whaaaat. Enclosing whole map in one giant skybox cube is REALLY bad. This is probably unrelated to the issue, but it's important anyway.
     
  7. gürbel

    gürbel L1: Registered

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    but little boxes around the world are ok?
     
  8. alecom

    alecom L8: Fancy Shmancy Member

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  9. Kazagin

    Kazagin L3: Member

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    I can speak from experience about making your skybox one big box.

    I tried to do a real compile (everything set to normal), and Portalflow took forever.
    I made a proper skybox and the difference between a normal and fast compile is a few seconds.
     
  10. absurdistof

    aa absurdistof

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    Make sure that you're displacements are going under a nodraw sealing brush (I did this, it creates weird shadows). Also, change the water texture, and for the trees, take away their shadows, or add other lights.

    Also, it's hard to tell from the screens but if you're water goes on indefinately into the skybox that will tell it to run at full opacity.
     
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  11. gürbel

    gürbel L1: Registered

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    well the compile-proces is now much faster. but my problem with the water is still there.

    from far, the water is nearly black
    [​IMG]
    and if you get closer its this shady looking
    [​IMG]

    i deleted the water_lod_control and it was exactly the same!

    sometimes there are also parts of the level shown IN the water, like in this picture:
    [​IMG]
     
  12. alecom

    alecom L8: Fancy Shmancy Member

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    That's because you don't need to make water_lod_controls
    /compile process creates a default one if you don't have one placed

    Also, you do have something containing the water right? A world brush (not displacement or something tied to an entity)
     
    Last edited: Mar 1, 2010
  13. gürbel

    gürbel L1: Registered

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    i made a brush and then I "pushed" a riverbed in it and a water-nodraw-brush wich has a part in the riverbed and a part in the brush

    but in my little containers (left) i made a water wich doesent touch anything and its also shit.
    if im in one of those containers i can see through all walls
     
  14. alecom

    alecom L8: Fancy Shmancy Member

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    edit: I retract my statement
     
    Last edited: Mar 1, 2010
  15. Moose

    Moose L6: Sharp Member

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    Those shadows are most likely from those rocks you have there. Disable their shadows.
     
  16. gürbel

    gürbel L1: Registered

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    my only problem is that the water is black when i'm distant. i give it up
    I HATE WATER
     
  17. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Like already mentioned, I think the water is black because of the shadows of whatever props and/or brushes in the water's geometery. The solution would be to #1 disable the shadows for the props sticking into the water. Next check for and remove brush work that could be casting shadows (ie a big, extra nodraw brush just underneath the water surface).


    If you post your .vmf I could look at it for you.
     
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  18. gürbel

    gürbel L1: Registered

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  19. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    ...the link is not cooperating.

    I click the "Free user" link and it times out every time.


    I'll try later I guess...


    Or I think you can attach the file right here in the forums.
     
  20. gürbel

    gürbel L1: Registered

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    ah ok