Water Trouble!

Discussion in 'Mapping Questions & Discussion' started by Twist.vmf, Sep 18, 2016.

  1. Twist.vmf

    Twist.vmf L7: Fancy Member

    Messages:
    432
    Positive Ratings:
    200
    so i just finished watching captain america civil war and the scene with the underwater bass gave me an idea for a map in an underwater bass! but i can't get the water to look as if you are under water, either you can't tell it's water, or you can't see it! so i need help
     
  2. Erk

    Server Staff Erk erk

    Messages:
    313
    Positive Ratings:
    750
    First up, screenshots help us see what you see, so please use the PrtSc button and ctrl-v into paint.

    Secondly, I believe your water is leaking. This could be caused by a hole in your map, or perhaps the water isn't lower than the containers height.

    Waterlod also has made me have this problem before.

    Oh, and you can't have two water entities at two different heights. Engine problems.
     
    • Respectfully Disagree Respectfully Disagree x 1
  3. Turnip

    aa Turnip The 80s Vegetable

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    1,432
    Positive Ratings:
    803
  4. Twist.vmf

    Twist.vmf L7: Fancy Member

    Messages:
    432
    Positive Ratings:
    200
    v2

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.vmf"

    Valve Software - vbsp.exe (Sep 6 2016)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.vmf
    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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (6373 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 15 texinfos to 8
    Reduced 7 texdatas to 6 (163 bytes to 117)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.bsp
    Wrote ZIP buffer, estimated size 434, actual size 354
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest2"

    Valve Software - vvis.exe (Sep 6 2016)
    2 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.prt
    30 portalclusters
    63 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 552
    Average clusters visible: 18
    Building PAS...
    Average clusters audible: 30
    visdatasize:484 compressed from 480
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest2"

    Valve Software - vrad.exe SSE (Sep 6 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    91 faces
    20113 square feet [2896384.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    91 patches before subdivision
    759 patches after subdivision
    1 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 10170, max 89
    transfer lists: 0.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(7832, 1575, 1579)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(2383, 479, 482)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(707, 142, 143)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(211, 42, 43)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(63, 13, 13)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(19, 4, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(6, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0002 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 17/8192 204/98304 ( 0.2%)
    brushsides 102/65536 816/524288 ( 0.2%)
    planes 74/65536 1480/1310720 ( 0.1%)
    vertexes 138/65536 1656/786432 ( 0.2%)
    nodes 91/65536 2912/2097152 ( 0.1%)
    texinfos 8/12288 576/884736 ( 0.1%)
    texdata 6/2048 192/65536 ( 0.3%)
    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 91/65536 5096/3670016 ( 0.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 37/65536 2072/3670016 ( 0.1%)
    leaves 93/65536 2976/2097152 ( 0.1%)
    leaffaces 104/65536 208/131072 ( 0.2%)
    leafbrushes 58/65536 116/131072 ( 0.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 552/512000 2208/2048000 ( 0.1%)
    edges 344/256000 1376/1024000 ( 0.1%)
    LDR worldlights 1/8192 88/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 4/32768 40/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 48/65536 96/131072 ( 0.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 12888/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 484/16777216 ( 0.0%)
    entdata [variable] 761/393216 ( 0.2%)
    LDR ambient table 93/65536 372/262144 ( 0.1%)
    HDR ambient table 93/65536 372/262144 ( 0.1%)
    LDR leaf ambient 185/65536 5180/1835008 ( 0.3%)
    HDR leaf ambient 93/65536 2604/1835008 ( 0.1%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 354/0 ( 0.0%)
    physics [variable] 6373/4194304 ( 0.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 222
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\whatertest2.bsp"





    v1

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest.vmf"

    Valve Software - vbsp.exe (Sep 6 2016)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest.vmf
    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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (6359 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 14 texinfos to 7
    Reduced 6 texdatas to 5 (144 bytes to 99)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest.bsp
    Wrote ZIP buffer, estimated size 432, actual size 352
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest"

    Valve Software - vvis.exe (Sep 6 2016)
    2 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest.prt
    24 portalclusters
    47 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 340
    Average clusters visible: 14
    Building PAS...
    Average clusters audible: 24
    visdatasize:340 compressed from 384
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest"

    Valve Software - vrad.exe SSE (Sep 6 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    95 faces
    19310 square feet [2780672.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    95 patches before subdivision
    777 patches after subdivision
    1 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 10687, max 91
    transfer lists: 0.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(7999, 1608, 1613)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(2432, 489, 492)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(722, 145, 146)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(215, 43, 44)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(64, 13, 13)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(19, 4, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(6, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0002 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 17/8192 204/98304 ( 0.2%)
    brushsides 102/65536 816/524288 ( 0.2%)
    planes 72/65536 1440/1310720 ( 0.1%)
    vertexes 133/65536 1596/786432 ( 0.2%)
    nodes 79/65536 2528/2097152 ( 0.1%)
    texinfos 7/12288 504/884736 ( 0.1%)
    texdata 5/2048 160/65536 ( 0.2%)
    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 95/65536 5320/3670016 ( 0.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 38/65536 2128/3670016 ( 0.1%)
    leaves 81/65536 2592/2097152 ( 0.1%)
    leaffaces 107/65536 214/131072 ( 0.2%)
    leafbrushes 52/65536 104/131072 ( 0.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 590/512000 2360/2048000 ( 0.1%)
    edges 369/256000 1476/1024000 ( 0.1%)
    LDR worldlights 1/8192 88/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 4/32768 40/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 72/65536 144/131072 ( 0.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 13040/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 340/16777216 ( 0.0%)
    entdata [variable] 761/393216 ( 0.2%)
    LDR ambient table 81/65536 324/262144 ( 0.1%)
    HDR ambient table 81/65536 324/262144 ( 0.1%)
    LDR leaf ambient 83/65536 2324/1835008 ( 0.1%)
    HDR leaf ambient 81/65536 2268/1835008 ( 0.1%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 352/0 ( 0.0%)
    physics [variable] 6359/4194304 ( 0.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 248
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\whatertest.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\whatertest.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\whatertest.bsp"

    v1
    20160917233036_1.jpg


    v2
    20160917233344_1.jpg

    this should be enough
     

    Attached Files:

  5. Blade x64

    aa Blade x64 Logical insanity

    Messages:
    204
    Positive Ratings:
    463
    • Thanks Thanks x 1
    • Like Like x 1
    • Agree Agree x 1
  6. The Letter Before A

    The Letter Before A Cool Idiot

    Messages:
    300
    Positive Ratings:
    119
    Mmmmm
    What about underwater trouts
    Maybe that would work better
     
    • Funny Funny x 1
    • Respectfully Disagree Respectfully Disagree x 1
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