Water doesn't render proberly
Aug 2, 2009 2:35:14 GMT
Post by manfesto on Aug 2, 2009 2:35:14 GMT
Hi, I made a box of nodraw in a skybox and made the top water. But when I get in the water it seems to have certain areas where it appears invisable.
** Executing...
** Command: "c:\program files\steam\steamapps\~\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\~\half-life 2\hl2" "C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big"
Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\~\half-life 2\hl2\materials
Loading C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.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\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day02_02rt"
Can't load skybox file skybox/sky_day02_02 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) (2925 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 17 texinfos to 6
Reduced 6 texdatas to 5 (162 bytes to 109)
Writing C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\~\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\~\half-life 2\hl2" -fast "C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
reading c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.prt
80 portalclusters
172 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 6400
Average clusters visible: 80
Building PAS...
Average clusters audible: 80
visdatasize:2244 compressed from 2560
writing c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\~\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\~\half-life 2\hl2" "C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
194 faces
1995207 square feet [287309824.00 square inches]
2 displacements
319458 square feet [46002004.00 square inches]
194 patches before subdivision
1214 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 16164, max 149
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(938, 1036, 1130)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1733, 1913, 2089)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(44, 53, 64)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(85, 103, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4, 6, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0057 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 64/65536 1280/1310720 ( 0.1%)
vertexes 188/65536 2256/786432 ( 0.3%)
nodes 189/65536 6048/2097152 ( 0.3%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 578/0 11560/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 128062/0 128062/0 ( 0.0%)
faces 194/65536 10864/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10/65536 560/3670016 ( 0.0%)
leaves 191/65536 6112/2097152 ( 0.3%)
leaffaces 216/65536 432/131072 ( 0.3%)
leafbrushes 164/65536 328/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 864/512000 3456/2048000 ( 0.2%)
edges 455/256000 1820/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 240/65536 480/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 113912/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2244/16777216 ( 0.0%)
entdata [variable] 739/393216 ( 0.2%)
LDR leaf ambient 191/65536 4584/1572864 ( 0.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 10340/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 2925/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 311816 bytes ====
Total triangle count: 436
Writing c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
10 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\~\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\~\half-life 2\hl2" "C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big"
Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\~\half-life 2\hl2\materials
Loading C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.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\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day02_02rt"
Can't load skybox file skybox/sky_day02_02 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) (2925 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 17 texinfos to 6
Reduced 6 texdatas to 5 (162 bytes to 109)
Writing C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\~\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\~\half-life 2\hl2" -fast "C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
4 threads
reading c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
reading c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.prt
80 portalclusters
172 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 6400
Average clusters visible: 80
Building PAS...
Average clusters audible: 80
visdatasize:2244 compressed from 2560
writing c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\~\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\~\half-life 2\hl2" "C:\Program Files\Steam\SteamApps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
194 faces
1995207 square feet [287309824.00 square inches]
2 displacements
319458 square feet [46002004.00 square inches]
194 patches before subdivision
1214 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 16164, max 149
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(938, 1036, 1130)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1733, 1913, 2089)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(44, 53, 64)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(85, 103, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4, 6, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0057 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 64/65536 1280/1310720 ( 0.1%)
vertexes 188/65536 2256/786432 ( 0.3%)
nodes 189/65536 6048/2097152 ( 0.3%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 578/0 11560/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 128062/0 128062/0 ( 0.0%)
faces 194/65536 10864/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10/65536 560/3670016 ( 0.0%)
leaves 191/65536 6112/2097152 ( 0.3%)
leaffaces 216/65536 432/131072 ( 0.3%)
leafbrushes 164/65536 328/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 864/512000 3456/2048000 ( 0.2%)
edges 455/256000 1820/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 240/65536 480/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 113912/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2244/16777216 ( 0.0%)
entdata [variable] 739/393216 ( 0.2%)
LDR leaf ambient 191/65536 4584/1572864 ( 0.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 10340/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 2925/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 311816 bytes ====
Total triangle count: 436
Writing c:\program files\steam\steamapps\~\sourcesdk_content\hl2\mapsrc\scrap_snow_big.bsp
10 seconds elapsed