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Invisible water
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Posted 1 month ago, last post 1 month ago by cs000
newb .
Bananite
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The the surface of my water disapears in the game but if i were to go under water i see it.


I followed this tutorial

http://www.fpsbanana.com/tuts/220 (Proper Water Tutorial)

If u have seen this and fixed it, please let me know how to fix it.






** Executing...
** Command: "c:\program files\steam\steamapps\derek648\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\derek648\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\derek648\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.vmf
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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) (1500651 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4512 texinfos to 1870
Reduced 75 texdatas to 46 (3149 bytes to 2175)
Writing C:\Program Files\Steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.bsp
23 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\derek648\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\derek648\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.bsp
reading c:\program files\steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.prt
3877 portalclusters
11423 numportals
Leaf 2205 (portal 6941) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

** Executing...
** Command: "c:\program files\steam\steamapps\derek648\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\derek648\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.bsp
No vis information, direct lighting only.
18787 faces
1674772 square feet [241167200.00 square inches]
4 displacements
50896 square feet [7329112.50 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0621 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 538/1024 25824/49152 (52.5%)
brushes 3902/8192 46824/98304 (47.6%)
brushsides 26015/65536 208120/524288 (39.7%)
planes 3772/65536 75440/1310720 ( 5.8%)
vertexes 30918/65536 371016/786432 (47.2%)
nodes 11441/65536 366112/2097152 (17.5%)
texinfos 1870/12288 134640/884736 (15.2%)
texdata 46/2048 1472/65536 ( 2.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 104976/0 104976/0 ( 0.0%)
faces 18787/65536 1052072/3670016 (28.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13666/65536 765296/3670016 (20.9%)
leaves 11980/65536 383360/2097152 (18.3%)
leaffaces 21044/65536 42088/131072 (32.1%)
leafbrushes 7246/65536 14492/131072 (11.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 143543/512000 574172/2048000 (28.0%)
edges 80894/256000 323576/1024000 (31.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1131/32768 11310/327680 ( 3.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20190/65536 40380/131072 (30.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8635596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 249334/393216 (63.4%)
LDR leaf ambient 11980/65536 287520/1572864 (18.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/908 ( 0.1%)
pakfile [variable] 31203/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1500651/4194304 (35.8%)
==== Total Win32 BSP file data space used: 15253724 bytes ====

Total triangle count: 51307
Writing c:\program files\steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\derek648\sourcesdk_content\cstrike\mapsrc\fy_project.bsp" "c:\program files\steam\steamapps\derek648\counter-strike source\cstrike\maps\fy_project.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\derek648\counter-strike source\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\derek648\counter-strike source\cstrike" +map "fy_project"
Bananite
:
Loud Mouth New Yorkeh | Y2M
Posted 1 month ago
Change the water texture to something else, some of the textures just don't show up last time i checked.
.
The Forgotten Freelancer | Y2M
Posted 1 month ago
Ya, seen this before. make sure ur doing a full compile (sometimes rename it and doing a full compile can fix .bsp bugs), try a dif water texture. i also noticed/got that problem on sertain maps with poor lighting. who knows? anyway, try a dif texture. then the new name/full compile. if nether work... hmmmmmm
.
Peace, Freedom, and Bacon & Eggs! | Y2M
Posted 1 month ago
Be sure to run the compile with at least fast VIS.
< click | PSN : Sebhael
:
BAD WOLF | Y2M
Posted 1 month ago
Please post your compile log.
iShot .
-.=. iShot Reviews: Reqruiting .=.- | Y2M
Posted 1 month ago
Try to use another water texture... Maybe it's because of the fact that you aren't able to use that texture or it's a broken one...










cs000 .
Bananite | Y2M
Posted 1 month ago
It happened to me, try to make the compile full.
Bananite
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Thread Stats on newb .
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Average Rating: 3/10
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First Submission: 3 years ago
Latest Submission: 4 months ago
Favorite Category: CS:S > Mapping (22 threads)
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