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Old 05-18-2010, 05:40 AM   #1
SinisterGimp
 
 
 
Join Date: Mar 2010
Reputation: 14
Posts: 71
Water getting on my nerves now...[L4D2]

Ok so I started looking into Hammer and mapping about 2 weeks ago.
Now I've got to grips [after reading a LOT of tutorials] with pretty much all I need to know to make my map.

HOWEVER!

I'm having problems with water.

I've created my water. Using nodraw, I've applied the water texture to just the top.
I've added env_cubemap.
I've added water_lod_control.
I've checked for leaks - none.
I've compiled and run my map.
I've done the 'buildcubemaps'.
I've reloaded my map.
I've still got no water surface.
:\

So the surface of the water does not show from above.
It shows perfectly when swimming in it. I can see the surface from inside the water and it works perfectly.

Just not from outside.

Does this make sense?
Lol.

I've gone over EVERYTHING that could be causing it not to show. From pretty much every source [no pun intended] I found on the interwebs.

Still not working.
So as I was working with L4D2, I decided to try the exact same method with L4D1 - and it WORKED.

My skybox is sealed.
Everything is sealed.

NO LEAKS!


Can someone help me before I throw my PC out the window?



Thanks in advance.


EDIT:
Tried using all available textures. The only one THAT DOES work is the crappy swamp flow one.
Which I don't want.

EDIT 2:
If I'm being unbelievably and overlooked something, then you're free to flame me.

Last edited by SinisterGimp: 05-18-2010 at 05:43 AM.
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Old 05-18-2010, 11:37 AM   #2
SplatterPanda
 
Join Date: Jul 2009
Reputation: 5
Posts: 218
Quote:
Originally Posted by SinisterGimp View Post
Ok so I started looking into Hammer and mapping about 2 weeks ago.
Now I've got to grips [after reading a LOT of tutorials] with pretty much all I need to know to make my map.

HOWEVER!

I'm having problems with water.

I've created my water. Using nodraw, I've applied the water texture to just the top.
I've added env_cubemap.
I've added water_lod_control.
I've checked for leaks - none.
I've compiled and run my map.
I've done the 'buildcubemaps'.
I've reloaded my map.
I've still got no water surface.
:\

So the surface of the water does not show from above.
It shows perfectly when swimming in it. I can see the surface from inside the water and it works perfectly.

Just not from outside.

Does this make sense?
Lol.

I've gone over EVERYTHING that could be causing it not to show. From pretty much every source [no pun intended] I found on the interwebs.

Still not working.
So as I was working with L4D2, I decided to try the exact same method with L4D1 - and it WORKED.

My skybox is sealed.
Everything is sealed.

NO LEAKS!


Can someone help me before I throw my PC out the window?



Thanks in advance.


EDIT:
Tried using all available textures. The only one THAT DOES work is the crappy swamp flow one.
Which I don't want.

EDIT 2:
If I'm being unbelievably and overlooked something, then you're free to flame me.
first, make sure that the water cubemap is tied to that single brush face. select the cubemap, press alt+enter, find the field named "Brush Faces" and click "Pick", then select that water surface.

second, make sure that the brushes you use for the water, both top and bottom, are world brushes. water does not appear correctly if the brush is tied to an entity, like a func_detail brush.

if this doesn't help, please post your compile log.
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Old 05-18-2010, 12:09 PM   #3
SinisterGimp
 
 
 
Join Date: Mar 2010
Reputation: 14
Posts: 71
Hey.
Cheers for the reply.
I forgot to mention I did all that.
I mean, I tied my cubemap to the water etc.

Here's my log:


-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vbsp
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" "
C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Unbridl
edVengeance\ven1.vmf"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Apr 21 2010)
3 threads
materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\m
aterials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\UnbridledVengeance\ven1.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\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\UnbridledVengeance\ven1.prt...Building visibility clusters...
done (0)
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) (35583 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
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 121 texinfos to 93
Reduced 30 texdatas to 27 (744 bytes to 651)
Writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\UnbridledVengeance\ven1.bsp
2 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vvis
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" "
C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Unbridl
edVengeance\ven1"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Apr 21 2010)
3 threads
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\unbridledvengeance\ven1.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\unbridledvengeance\ven1.prt
234 portalclusters
702 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 (7)
Optimized: 105 visible clusters (0.00%)
Total clusters visible: 39257
Average clusters visible: 167
Building PAS...
Average clusters audible: 232
visdatasize:15951 compressed from 14976
writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\unbridledvengeance\ven1.bsp
7 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vrad
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2"
"C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Unbrid
ledVengeance\ven1"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Apr 21 2010)

Valve Radiosity Simulator
3 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\unbridledvengeance\ven1.bsp
Setting up ray-trace acceleration structure... Done (1.99 seconds)
725 faces
685413 square feet [98699472.00 square inches]
6 Displacements
9515 Square Feet [1370210.88 Square Inches]
725 patches before subdivision
15531 patches after subdivision
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 501350, max 260
transfer lists: 3.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(853, 717, 618)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(56, 34, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0135 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 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 96/8192 1152/98304 ( 1.2%)
brushsides 578/65536 4624/524288 ( 0.9%)
planes 418/65536 8360/1310720 ( 0.6%)
vertexes 1157/65536 13884/786432 ( 1.8%)
nodes 504/65536 16128/2097152 ( 0.8%)
texinfos 93/12288 6696/884736 ( 0.8%)
texdata 27/2048 864/65536 ( 1.3%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 28837/0 28837/0 ( 0.0%)
faces 725/65536 40600/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 329/65536 18424/3670016 ( 0.5%)
leaves 508/65536 16256/2097152 ( 0.8%)
leaffaces 838/65536 1676/131072 ( 1.3%)
leafbrushes 307/65536 614/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4719/512000 18876/2048000 ( 0.9%)
edges 2648/256000 10592/1024000 ( 1.0%)
LDR worldlights 8/8192 800/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 70/32768 700/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1005/65536 2010/131072 ( 1.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 835856/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 15951/16777216 ( 0.1%)
entdata [variable] 11662/393216 ( 3.0%)
LDR ambient table 508/65536 2032/262144 ( 0.8%)
HDR ambient table 508/65536 2032/262144 ( 0.8%)
LDR leaf ambient 502/65536 14056/1835008 ( 0.8%)
HDR leaf ambient 508/65536 14224/1835008 ( 0.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/7894 ( 0.0%)
pakfile [variable] 174399/0 ( 0.0%)
physics [variable] 35583/4194304 ( 0.8%)
physics terrain [variable] 1848/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 1953
Writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\unbridledvengeance\ven1.bsp
22 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk
_content\mapsrc\UnbridledVengeance\ven1.bsp" "c:\program files\steam\steamapps\c
ommon\left 4 dead 2\left4dead2\maps\ven1.bsp"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\left4dea
d2.exe" -dev -console -game "c:\program files\steam\steamapps\common\left 4 dead
2\left4dead2" -toconsole -dev -console +sv_lan 1 +map "ven1" +sv_lan 1
-------------------------------------------------------------------------------

Finished. Press a key to close.
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Old 05-18-2010, 03:46 PM   #4
Punishment
 
Join Date: Feb 2008
Reputation: 384
Posts: 4,605
I didn't see this in there, but do you have an env_fog_controller entity in your map, and is it set to "on?"
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Old 05-19-2010, 01:14 AM   #5
SinisterGimp
 
 
 
Join Date: Mar 2010
Reputation: 14
Posts: 71
Yay!
Thank you Punishment! +rep.
I HAVE A WATER SURFACE!

However...
I now have fog, which I don't want.
How do I turn the fog off without affecting my water? Lol.
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Old 05-19-2010, 05:56 AM   #6
Punishment
 
Join Date: Feb 2008
Reputation: 384
Posts: 4,605
Set a very high fade distance and far z plane?
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Old 05-19-2010, 07:14 AM   #7
SinisterGimp
 
 
 
Join Date: Mar 2010
Reputation: 14
Posts: 71
Thank you Punishment
All done.
Much appreciated.
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Old 05-22-2012, 01:40 AM   #8
Jazzza_s
 
Join Date: Dec 2011
Reputation: 0
Posts: 5
Ok so I've been googling around and I see that you had the exact same problem I have right now.

I tried the fix but it didn't help.

here's my log:

-------------------------------------------------------------------------------
Running command: cd "d:\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\steam\steamapps\common\left 4 dead 2\bin\vbsp.exe" -game "d
:\steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Users\Jazza\Dropbox\The H
ive\maps\the_hive_m1.vmf"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Sep 30 2011)
6 threads
materialPath: d:\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Users\Jazza\Dropbox\The Hive\maps\the_hive_m1.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:\Users\Jazza\Dropbox\The Hive\maps\the_hive_m1.prt...Building visibili
ty clusters...
done (0)
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) (49443 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 228 texinfos to 89
Reduced 14 texdatas to 9 (433 bytes to 270)
Writing C:\Users\Jazza\Dropbox\The Hive\maps\the_hive_m1.bsp
1 second elapsed

-------------------------------------------------------------------------------
Running command: cd "d:\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\steam\steamapps\common\left 4 dead 2\bin\vvis.exe" -game "d
:\steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Users\Jazza\Dropbox\The H
ive\maps\the_hive_m1"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Sep 30 2011)
6 threads
reading c:\users\jazza\dropbox\the hive\maps\the_hive_m1.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\users\jazza\dropbox\the hive\maps\the_hive_m1.prt
197 portalclusters
632 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 (3)
Optimized: 15 visible clusters (0.00%)
Total clusters visible: 25604
Average clusters visible: 129
Building PAS...
Average clusters audible: 197
visdatasize:11243 compressed from 12608
writing c:\users\jazza\dropbox\the hive\maps\the_hive_m1.bsp
3 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "d:\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\steam\steamapps\common\left 4 dead 2\bin\vrad.exe" -both -g
ame "d:\steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Users\Jazza\Dropbox
\The Hive\maps\the_hive_m1"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Sep 30 2011)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\jazza\dropbox\the hive\maps\the_hive_m1.bsp
Setting up ray-trace acceleration structure... Done (10.32 seconds)
1076 faces
377583 square feet [54371984.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1076 patches before subdivision
40560 patches after subdivision
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 7150233, max 695
transfer lists: 54.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(146, 150, 148)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(36, 38, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(15, 16, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(6, 7, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0501 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 136/8192 1632/98304 ( 1.7%)
brushsides 928/65536 7424/524288 ( 1.4%)
planes 574/65536 11480/1310720 ( 0.9%)
vertexes 1582/65536 18984/786432 ( 2.4%)
nodes 515/65536 16480/2097152 ( 0.8%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 9/2048 288/65536 ( 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 1076/65536 60256/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 362/65536 20272/3670016 ( 0.6%)
leaves 519/65536 16608/2097152 ( 0.8%)
leaffaces 1111/65536 2222/131072 ( 1.7%)
leafbrushes 441/65536 882/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6497/512000 25988/2048000 ( 1.3%)
edges 3580/256000 14320/1024000 ( 1.4%)
LDR worldlights 10/8192 1000/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 118/32768 1180/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1596/65536 3192/131072 ( 2.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3787120/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11243/16777216 ( 0.1%)
entdata [variable] 5583/393216 ( 1.4%)
LDR ambient table 519/65536 2076/262144 ( 0.8%)
HDR ambient table 519/65536 2076/262144 ( 0.8%)
LDR leaf ambient 261/65536 7308/1835008 ( 0.4%)
HDR leaf ambient 519/65536 14532/1835008 ( 0.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/23668 ( 0.0%)
pakfile [variable] 174862/0 ( 0.0%)
physics [variable] 49443/4194304 ( 1.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2880
Writing c:\users\jazza\dropbox\the hive\maps\the_hive_m1.bsp
25 seconds elapsed
Valve Software - vrad.exe SSE (Sep 30 2011)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\jazza\dropbox\the hive\maps\the_hive_m1.bsp
Setting up ray-trace acceleration structure... Done (10.31 seconds)
1076 faces
377583 square feet [54371984.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1076 patches before subdivision
40560 patches after subdivision
10 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 (9)
transfers 7150233, max 695
transfer lists: 54.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(49, 50, 49)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10, 10, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0512 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 136/8192 1632/98304 ( 1.7%)
brushsides 928/65536 7424/524288 ( 1.4%)
planes 574/65536 11480/1310720 ( 0.9%)
vertexes 1582/65536 18984/786432 ( 2.4%)
nodes 515/65536 16480/2097152 ( 0.8%)
texinfos 89/12288 6408/884736 ( 0.7%)
texdata 9/2048 288/65536 ( 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 1076/65536 60256/3670016 ( 1.6%)
hdr faces 1076/65536 60256/3670016 ( 1.6%)
origfaces 362/65536 20272/3670016 ( 0.6%)
leaves 519/65536 16608/2097152 ( 0.8%)
leaffaces 1111/65536 2222/131072 ( 1.7%)
leafbrushes 441/65536 882/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6497/512000 25988/2048000 ( 1.3%)
edges 3580/256000 14320/1024000 ( 1.4%)
LDR worldlights 10/8192 1000/819200 ( 0.1%)
HDR worldlights 10/8192 1000/819200 ( 0.1%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 118/32768 1180/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1596/65536 3192/131072 ( 2.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3787120/0 ( 0.0%)
HDR lightdata [variable] 3787120/0 ( 0.0%)
visdata [variable] 11243/16777216 ( 0.1%)
entdata [variable] 5583/393216 ( 1.4%)
LDR ambient table 519/65536 2076/262144 ( 0.8%)
HDR ambient table 519/65536 2076/262144 ( 0.8%)
LDR leaf ambient 261/65536 7308/1835008 ( 0.4%)
HDR leaf ambient 216/65536 6048/1835008 ( 0.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/23668 ( 0.0%)
pakfile [variable] 174862/0 ( 0.0%)
physics [variable] 49443/4194304 ( 1.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2880
Writing c:\users\jazza\dropbox\the hive\maps\the_hive_m1.bsp
24 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Users\Jazza\Dropbox\The Hive\maps\the_hive_m1.bsp" "d:
\steam\steamapps\common\left 4 dead 2\left4dead2\maps\the_hive_m1.bsp"
-------------------------------------------------------------------------------

I find that cheap water works but all others don't.

If anyone could help that'd be much appreciated
Jazzza_s is offline   Reply With Quote
Old 05-22-2012, 07:55 AM   #9
Punishment
 
Join Date: Feb 2008
Reputation: 384
Posts: 4,605
Just to clarify, your water isn't showing up, even though you have all of the following:
  • a water brush that uses the nodraw texture on five sides, and the water texture on top
  • an env_cubemap with the brush face set to the top face of your water brush
  • a water_lod_control
  • an env_fog_controller
  • a working light_environment, or other lights

Just want to make sure your circumstances are the same as the OP's.
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Old 05-23-2012, 07:33 AM   #10
ratinthehat86
 
 
 
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Posts: 22
Quote:
Originally Posted by Punishment View Post
Just to clarify, your water isn't showing up, even though you have all of the following:
  • a water brush that uses the nodraw texture on five sides, and the water texture on top
  • an env_cubemap with the brush face set to the top face of your water brush
  • a water_lod_control
  • an env_fog_controller
  • a working light_environment, or other lights

Just want to make sure your circumstances are the same as the OP's.
I keep having the same problem even after all of these steps. My water makes my map look like it has huge holes in it even though it doesn't. If I use func_water_analog the appearance of holes goes away but the water still looks like crap. Any ideas?

ratinthehat86
ratinthehat86 is offline   Reply With Quote
Old 05-23-2012, 10:25 PM   #11
Punishment
 
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Reputation: 384
Posts: 4,605
That's a good question. Does your water have some sort of light entity hitting it? Sometimes water looks odd if it's not being lit. If not, could you post screenshots of your problem?
Punishment is offline   Reply With Quote
Old 05-24-2012, 06:57 PM   #12
ratinthehat86
 
 
 
Join Date: May 2012
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Posts: 22
Quote:
Originally Posted by Punishment View Post
That's a good question. Does your water have some sort of light entity hitting it? Sometimes water looks odd if it's not being lit. If not, could you post screenshots of your problem?
http://www.youtube.com/watch?v=xOGCFZ-SEG0

Here's the video of my water. Just looks like crap.
ratinthehat86 is offline   Reply With Quote
Old 05-24-2012, 07:04 PM   #13
ratinthehat86
 
 
 
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Posts: 22
Heres a better vid

http://www.youtube.com/watch?v=3Yhen2Nwy9Y
ratinthehat86 is offline   Reply With Quote
Old 05-24-2012, 10:58 PM   #14
Punishment
 
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Reputation: 384
Posts: 4,605
That is strange. Out of curiosity, what happens if you hide the sliding door, and/or add a direct light that shines on the water brush?
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Old 05-25-2012, 05:17 AM   #15
zombie@computer
 
Join Date: Aug 2008
Reputation: 426
Posts: 908
Do you perhaps have other volumes of water? Source only allows one volume of expensive water per PVS (that can see each other). One volume, of course, can consist of multiple brushes.
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