Expensive water appears black ingame
Dec 10, 2011 1:31:45 GMT
Post by lilninju on Dec 10, 2011 1:31:45 GMT
So I am having problems with the render of my water textures. I have done my research for several days now and I have found no solution. It does not appear to be leaks. Cheap water textures that look really bad, do work. The problem is when I try and use any of the expensive "blue" water textures in the menu. For example: nature/water_canal03. I have added env_cubemap and a waterlodcontrol, still no fix. My water is just pitch black on the surface, its annoying cause i dont want shitty looking water on my map.
Here are the screens.
Here is the compile log. The vmf of my map is also attached.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xblicex\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\******\counter-strike source\cstrike\maps\testmap.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\8*****\counter-strike source\cstrike\maps\testmap.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\*****\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/testmap/dev/dev_blendmeasure_wvt_patch
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\*****\counter-strike source\cstrike\maps\testmap.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (6145 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16 texinfos to 7
Reduced 8 texdatas to 5 (263 bytes to 154)
Writing C:\Program Files (x86)\Steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\*******\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xblicex\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\****\counter-strike source\cstrike\maps\testmap"
Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\******\counter-strike source\cstrike\maps\testmap.bsp
reading c:\program files (x86)\steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.prt
60 portalclusters
134 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2352
Average clusters visible: 39
Building PAS...
Average clusters audible: 60
visdatasize:1463 compressed from 960
writing c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike\maps\testmap.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\xblicex\counter-strike source\cstrike\maps\testmap"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\******\counter-strike source\cstrike\maps\testmap.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
156 faces
205038 square feet [29525536.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
156 patches before subdivision
12116 patches after subdivision
sun extent from map=0.087156
3 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 (1)
transfers 346688, max 201
transfer lists: 2.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(7471, 7299, 7299)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(700, 671, 671)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(51, 48, 48)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6, 5, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0015 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 16/8192 192/98304 ( 0.2%)
brushsides 108/65536 864/524288 ( 0.2%)
planes 98/65536 1960/1310720 ( 0.1%)
vertexes 204/65536 2448/786432 ( 0.3%)
nodes 141/65536 4512/2097152 ( 0.2%)
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 156/65536 8736/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 46/65536 2576/3670016 ( 0.1%)
leaves 143/65536 4576/2097152 ( 0.2%)
leaffaces 196/65536 392/131072 ( 0.3%)
leafbrushes 88/65536 176/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 860/512000 3440/2048000 ( 0.2%)
edges 469/256000 1876/1024000 ( 0.2%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 96/65536 192/131072 ( 0.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 206888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1463/16777216 ( 0.0%)
entdata [variable] 1078/393216 ( 0.3%)
LDR ambient table 143/65536 572/262144 ( 0.2%)
HDR ambient table 143/65536 572/262144 ( 0.2%)
LDR leaf ambient 650/65536 18200/1835008 ( 1.0%)
HDR leaf ambient 143/65536 4004/1835008 ( 0.2%)
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] 212277/0 ( 0.0%)
physics [variable] 6145/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 364
Writing c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike\maps\testmap.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.bsp" "c:\program files (x86)\steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\******\counter-strike source\cstrike" +map "testmap"
Here are the screens.
Here is the compile log. The vmf of my map is also attached.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xblicex\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\******\counter-strike source\cstrike\maps\testmap.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\8*****\counter-strike source\cstrike\maps\testmap.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\*****\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/testmap/dev/dev_blendmeasure_wvt_patch
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\*****\counter-strike source\cstrike\maps\testmap.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (6145 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16 texinfos to 7
Reduced 8 texdatas to 5 (263 bytes to 154)
Writing C:\Program Files (x86)\Steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\*******\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xblicex\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\****\counter-strike source\cstrike\maps\testmap"
Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\******\counter-strike source\cstrike\maps\testmap.bsp
reading c:\program files (x86)\steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.prt
60 portalclusters
134 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2352
Average clusters visible: 39
Building PAS...
Average clusters audible: 60
visdatasize:1463 compressed from 960
writing c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike\maps\testmap.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\xblicex\counter-strike source\cstrike\maps\testmap"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\******\counter-strike source\cstrike\maps\testmap.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
156 faces
205038 square feet [29525536.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
156 patches before subdivision
12116 patches after subdivision
sun extent from map=0.087156
3 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 (1)
transfers 346688, max 201
transfer lists: 2.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(7471, 7299, 7299)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(700, 671, 671)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(51, 48, 48)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6, 5, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0015 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 16/8192 192/98304 ( 0.2%)
brushsides 108/65536 864/524288 ( 0.2%)
planes 98/65536 1960/1310720 ( 0.1%)
vertexes 204/65536 2448/786432 ( 0.3%)
nodes 141/65536 4512/2097152 ( 0.2%)
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 156/65536 8736/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 46/65536 2576/3670016 ( 0.1%)
leaves 143/65536 4576/2097152 ( 0.2%)
leaffaces 196/65536 392/131072 ( 0.3%)
leafbrushes 88/65536 176/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 860/512000 3440/2048000 ( 0.2%)
edges 469/256000 1876/1024000 ( 0.2%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 96/65536 192/131072 ( 0.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 206888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1463/16777216 ( 0.0%)
entdata [variable] 1078/393216 ( 0.3%)
LDR ambient table 143/65536 572/262144 ( 0.2%)
HDR ambient table 143/65536 572/262144 ( 0.2%)
LDR leaf ambient 650/65536 18200/1835008 ( 1.0%)
HDR leaf ambient 143/65536 4004/1835008 ( 0.2%)
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] 212277/0 ( 0.0%)
physics [variable] 6145/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 364
Writing c:\program files (x86)\steam\steamapps\****\counter-strike source\cstrike\maps\testmap.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.bsp" "c:\program files (x86)\steam\steamapps\*****\counter-strike source\cstrike\maps\testmap.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\******\counter-strike source\cstrike" +map "testmap"