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Old 06-28-2013, 06:35 PM   #1
click4dylan
 
Join Date: Aug 2012
Reputation: 6
Posts: 18
Red face 3D Skybox Ocean, underwater = no fog at the edges

I have spent countless hours trying to fix this problem. I have no idea what to do. I am an experienced mapper who has mapped for GoldSrc for 7 years, and source for 5 years. I have always had trouble with 3D skyboxes. If anyone can tell me how to fix this, you would make me so thankful. I can provide the VMF and materials if needed.

This looks normal, right?


This is what it looks like underwater.




Compile log is posted below. Now I know it's showing a few errors about a material depending on itself, this was just a material I used to try and fix the problem which didn't work.

Code:
materialPath: D:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading F:\HC\NFeditors\csgo\cs_alleyways_go.vmf
Map revision 2344
ConVarRef gpu_level doesn't point to an existing ConVar
Patching WVT material: maps/cs_alleyways_go/de_dust/groundsand_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
Material NATURE/ALLEYWAYSWATERFOGFIX is depending on itself through materialvar $bottommaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 776 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:\HC\NFeditors\csgo\cs_alleyways_go.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 (1) (1048714 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5167 texinfos to 3089
Reduced 218 texdatas to 199 (6720 bytes to 5967)
Writing F:\HC\NFeditors\csgo\cs_alleyways_go.bsp
2 seconds elapsed
Reference Count for Material ___error (1) != 0



8 threads
reading f:\hc\nfeditors\csgo\cs_alleyways_go.bsp
reading f:\hc\nfeditors\csgo\cs_alleyways_go.prt
 886 portalclusters
2507 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 941 visible clusters (0.00%)
Total clusters visible: 340734
Average clusters visible: 384
Building PAS...
Average clusters audible: 807
visdatasize:186144  compressed from 198464
writing f:\hc\nfeditors\csgo\cs_alleyways_go.bsp
1 minute, 24 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading f:\hc\nfeditors\csgo\cs_alleyways_go.bsp
15319 faces
23 degenerate faces
5955670 square feet [857616448.00 square inches]
3 Displacements
19462 Square Feet [2802553.50 Square Inches]
15296 patches before subdivision
zero area child patch
286724 patches after subdivision
can't solve quadratic for light 132.000000 132.000000
can't solve quadratic for light 37.000000 37.000000
149 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 83963458, max 2808
transfer lists: 640.6 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(138470, 127824, 111903)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(15115, 13052, 10951)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(1800, 1147, 753)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(283, 158, 101)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(49, 20, 9)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(9, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<2.6907 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 141/1024         6768/49152    (13.8%) 
brushes               2508/8192        30096/98304    (30.6%) 
brushsides           23198/65536      185584/524288   (35.4%) 
planes               20968/65536      419360/1310720  (32.0%) 
vertexes             23153/65536      277836/786432   (35.3%) 
nodes                 4212/65536      134784/2097152  ( 6.4%) 
texinfos              3089/12288      222408/884736   (25.1%) 
texdata                199/2048         6368/65536    ( 9.7%) 
dispinfos                3/0             528/0        ( 0.0%) 
disp_verts             243/0            4860/0        ( 0.0%) 
disp_tris              384/0             768/0        ( 0.0%) 
disp_multiblend          0/0               0/0        ( 0.0%) 
disp_lmsamples       51032/0           51032/0        ( 0.0%) 
faces                15319/65536      857864/3670016  (23.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             9201/65536      515256/3670016  (14.0%) 
facebrushes            873/0            1746/0        ( 0.0%) 
facebrushlists       15319/0           61276/0        ( 0.0%) 
leaves                4354/65536      139328/2097152  ( 6.6%) 
leaffaces            18199/65536       36398/131072   (27.8%) 
leafbrushes           4733/65536        9466/131072   ( 7.2%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           108826/512000     435304/2048000  (21.3%) 
edges                65995/256000     263980/1024000  (25.8%) 
LDR worldlights        149/8192        14900/819200   ( 1.8%) 
HDR worldlights          0/8192            0/819200   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips           1041/32768       10410/327680   ( 3.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         22506/65536       45012/131072   (34.3%) 
cubemapsamples          86/1024         1376/16384    ( 8.4%) 
overlays                 3/512          1056/180224   ( 0.6%) 
LDR lightdata         [variable]    19997236/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      186144/16777216 ( 1.1%) 
entdata               [variable]      174278/393216   (44.3%) 
LDR ambient table     4354/65536       17416/262144   ( 6.6%) 
HDR ambient table     4354/65536       17416/262144   ( 6.6%) 
LDR leaf ambient     15045/65536      421260/1835008  (23.0%) 
HDR leaf ambient      4354/65536      121912/1835008  ( 6.6%) 
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]           1/6440     ( 0.0%) 
pakfile               [variable]     6489964/0        ( 0.0%) 
physics               [variable]     1048714/4194304  (25.0%) 
physics terrain       [variable]        1085/1048576  ( 0.1%) 

Level flags = 4

Total triangle count: 40807
Writing f:\hc\nfeditors\csgo\cs_alleyways_go.bsp
5 minutes, 27 seconds elapsed
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Old 06-28-2013, 08:20 PM   #2
IcarusNine
 
Join Date: Jun 2005
Reputation: 5470
Posts: 2,572
That's an inevitable problem, as water volumes don't have visible sides.
The 'solution' is to have a wall at the edge of the water to block out the sky.
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Old 06-29-2013, 12:30 AM   #3
Cpt.Goomba
 
 
 
Join Date: Oct 2012
Reputation: 115
Posts: 523
There's nothing you can do.
Water texture are applyed to one face which is the top.
Even in the HL2 maps there is this kind of problem.
And most of my friends maps got this problem.
A map called deathrun_openwater got this problem too and can't be dealt.
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Old 06-29-2013, 04:18 PM   #4
ProdigalMaster
 
 
 
Join Date: Oct 2008
Reputation: 16
Posts: 236
I don't see the images but I can guess the problem. A solution that HL2 seems to have (well, not a real solution) is just to make the non-skybox water really large.
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Old 07-02-2013, 09:21 PM   #5
Skibur
 
Join Date: Jun 2010
Reputation: 16
Posts: 187
Quote:
Originally Posted by IcarusNine View Post
That's an inevitable problem, as water volumes don't have visible sides.
The 'solution' is to have a wall at the edge of the water to block out the sky.
This is the only solution you can do. I have a similar problem like this.

If I have to guess why this is happening; the skybox texture doesn't allow additional fog that is generated by the water, which would be rendered as additive.

To fix this issue, simply cut your skybox brush along the water's brush, and texture the one under the water to tools/black.

This will help preventing the rendering problem when you're under the water.
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