Water glitching.

Any aspects of level design for the Source engine.

Water glitching.

Postby GigaNova on Fri Jun 22, 2012 12:32 pm

Hello there,

I've made a map in the sewers but the water is acting all strange.
But its just at one point, like a line but you can clearly see it when you walk over it.

How its supposed to look like:
Highlight to read:
Image


How it looks like when walking or standing on that 'line'.
Highlight to read:
Image


There are no leaks, ive checked that many times.
I tried building the cubemaps, changed nothing.

Here is my compile log.
Code: Select all
** Executing...
** Command: "j:\beta\steamapps\mononova\sourcesdk\bin\source2007\bin\vbsp.exe"
** Parameters: -game "j:\beta\steamapps\SourceMods\hennyssource" "J:\HennySource2\mapsrc\chapter_1_02"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: j:\beta\steamapps\SourceMods\hennyssource\materials
Loading J:\HennySource2\mapsrc\chapter_1_02.vmf
material "composite/citadelwall002a" not found.
Material not found!: COMPOSITE/CITADELWALL002A
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 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2725.0 328.0 -543.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 21624:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2725.0 184.0 -543.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 22066:

Processing areas...done (0)
Building Faces...error: material CONCRETE/CONCRETECEILING003A doesn't have a $bottommaterial
error: material CONCRETE/CONCRETECEILING003A doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing J:\HennySource2\mapsrc\chapter_1_02.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_03*.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) (105811 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 652 texinfos to 297
Reduced 60 texdatas to 44 (2206 bytes to 1554)
Writing J:\HennySource2\mapsrc\chapter_1_02.bsp
2 seconds elapsed

** Executing...
** Command: "j:\beta\steamapps\mononova\sourcesdk\bin\source2007\bin\vvis.exe"
** Parameters: -game "j:\beta\steamapps\SourceMods\hennyssource" -fast "J:\HennySource2\mapsrc\chapter_1_02"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading j:\hennysource2\mapsrc\chapter_1_02.bsp
reading j:\hennysource2\mapsrc\chapter_1_02.prt
 618 portalclusters
1719 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 16662 visible clusters (0.00%)
Total clusters visible: 195132
Average clusters visible: 315
Building PAS...
Average clusters audible: 553
visdatasize:96489  compressed from 98880
writing j:\hennysource2\mapsrc\chapter_1_02.bsp
0 seconds elapsed

** Executing...
** Command: "j:\beta\steamapps\mononova\sourcesdk\bin\source2007\bin\vrad.exe"
** Parameters: -both -game "j:\beta\steamapps\SourceMods\hennyssource" -noextra "J:\HennySource2\mapsrc\chapter_1_02"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading j:\hennysource2\mapsrc\chapter_1_02.bsp
Setting up ray-trace acceleration structure... Done (0.53 seconds)
1470 faces
442766 square feet [63758348.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1470 patches before subdivision
16252 patches after subdivision
150 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 1849318, max 554
transfer lists:  14.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(55236, 50819, 35179)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(9784, 8976, 5889)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(1924, 1705, 1005)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(416, 351, 178)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #5 added RGB(94, 74, 32)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(23, 17, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(6, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0123 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
4 of 132 (3% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  20/1024          960/49152    ( 2.0%)
brushes                282/8192         3384/98304    ( 3.4%)
brushsides            1987/65536       15896/524288   ( 3.0%)
planes                1332/65536       26640/1310720  ( 2.0%)
vertexes              2908/65536       34896/786432   ( 4.4%)
nodes                 1350/65536       43200/2097152  ( 2.1%)
texinfos               297/12288       21384/884736   ( 2.4%)
texdata                 44/2048         1408/65536    ( 2.1%)
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                 1470/65536       82320/3670016  ( 2.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              575/65536       32200/3670016  ( 0.9%)
leaves                1371/65536       43872/2097152  ( 2.1%)
leaffaces             1732/65536        3464/131072   ( 2.6%)
leafbrushes           1130/65536        2260/131072   ( 1.7%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             9325/512000      37300/2048000  ( 1.8%)
edges                 5531/256000      22124/1024000  ( 2.2%)
LDR worldlights        150/8192        13200/720896   ( 1.8%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips            165/32768        1650/327680   ( 0.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2847/65536        5694/131072   ( 4.3%)
cubemapsamples          31/1024          496/16384    ( 3.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      513476/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       96489/16777216 ( 0.6%)
entdata               [variable]       42557/393216   (10.8%)
LDR ambient table     1371/65536        5484/262144   ( 2.1%)
HDR ambient table     1371/65536        5484/262144   ( 2.1%)
LDR leaf ambient      6888/65536      192864/1835008  (10.5%)
HDR leaf ambient      1371/65536       38388/1835008  ( 2.1%)
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]           1/3822     ( 0.0%)
pakfile               [variable]     2784258/0        ( 0.0%)
physics               [variable]      105811/4194304  ( 2.5%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 4097
Writing j:\hennysource2\mapsrc\chapter_1_02.bsp
24 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

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

Loading j:\hennysource2\mapsrc\chapter_1_02.bsp
Setting up ray-trace acceleration structure... Done (0.65 seconds)
1470 faces
442766 square feet [63758348.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1470 patches before subdivision
16252 patches after subdivision
150 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 1849318, max 554
transfer lists:  14.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #1 added RGB(55236, 50819, 35179)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(9784, 8976, 5889)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(1924, 1705, 1005)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(416, 351, 178)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #5 added RGB(94, 74, 32)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(23, 17, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(6, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0136 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
4 of 132 (3% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  20/1024          960/49152    ( 2.0%)
brushes                282/8192         3384/98304    ( 3.4%)
brushsides            1987/65536       15896/524288   ( 3.0%)
planes                1332/65536       26640/1310720  ( 2.0%)
vertexes              2908/65536       34896/786432   ( 4.4%)
nodes                 1350/65536       43200/2097152  ( 2.1%)
texinfos               297/12288       21384/884736   ( 2.4%)
texdata                 44/2048         1408/65536    ( 2.1%)
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                 1470/65536       82320/3670016  ( 2.2%)
hdr faces             1470/65536       82320/3670016  ( 2.2%)
origfaces              575/65536       32200/3670016  ( 0.9%)
leaves                1371/65536       43872/2097152  ( 2.1%)
leaffaces             1732/65536        3464/131072   ( 2.6%)
leafbrushes           1130/65536        2260/131072   ( 1.7%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             9325/512000      37300/2048000  ( 1.8%)
edges                 5531/256000      22124/1024000  ( 2.2%)
LDR worldlights        150/8192        13200/720896   ( 1.8%)
HDR worldlights        150/8192        13200/720896   ( 1.8%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips            165/32768        1650/327680   ( 0.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2847/65536        5694/131072   ( 4.3%)
cubemapsamples          31/1024          496/16384    ( 3.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      513476/0        ( 0.0%)
HDR lightdata         [variable]      513476/0        ( 0.0%)
visdata               [variable]       96489/16777216 ( 0.6%)
entdata               [variable]       42557/393216   (10.8%)
LDR ambient table     1371/65536        5484/262144   ( 2.1%)
HDR ambient table     1371/65536        5484/262144   ( 2.1%)
LDR leaf ambient      6888/65536      192864/1835008  (10.5%)
HDR leaf ambient      6888/65536      192864/1835008  (10.5%)
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]           1/3822     ( 0.0%)
pakfile               [variable]     2784258/0        ( 0.0%)
physics               [variable]      105811/4194304  ( 2.5%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 4097
Writing j:\hennysource2\mapsrc\chapter_1_02.bsp
24 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "J:\HennySource2\mapsrc\chapter_1_02.bsp" "j:\beta\steamapps\SourceMods\hennyssource\maps\chapter_1_02.bsp"

GigaNova
Member
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Joined: Mon Jun 11, 2012 6:32 pm

Re: Water glitching.

Postby Ken Chan on Fri Jun 22, 2012 1:53 pm

Code: Select all
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2725.0 184.0 -543.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 22066:

Your map leaked, fix that should solve this problem.
Ken Chan
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Joined: Mon Apr 09, 2012 7:16 pm
Location: Hong Kong

Re: Water glitching.

Postby GigaNova on Fri Jun 22, 2012 8:29 pm

Nope, i checked the waypoints, no leak.

I used the co-ordinates, and i just got in the middle of nowhere, no brush there.
And the brush ID didn't exist.

How can this suddenly happen?
GigaNova
Member
Member
 
Joined: Mon Jun 11, 2012 6:32 pm

Re: Water glitching.

Postby dark0r on Fri Jun 22, 2012 8:52 pm

GigaNova wrote:Nope, i checked the waypoints, no leak.

I used the co-ordinates, and i just got in the middle of nowhere, no brush there.
And the brush ID didn't exist.

How can this suddenly happen?

Do you have any areaportals? If so one must not be completely sealing two areas. And hmmm your water brush doesn't extend into the void does it?

Also change your skybox to a completely black one to remove the outline around the edge of the water brush (assuming your level never sees the skybox)
Highlight to read:
I'm great!
dark0r
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Re: Water glitching.

Postby GigaNova on Fri Jun 22, 2012 8:59 pm

dark0r wrote:
GigaNova wrote:Nope, i checked the waypoints, no leak.

I used the co-ordinates, and i just got in the middle of nowhere, no brush there.
And the brush ID didn't exist.

How can this suddenly happen?

Do you have any areaportals? If so one must not be completely sealing two areas. And hmmm your water brush doesn't extend into the void does it?

Also change your skybox to a completely black one to remove the outline around the edge of the water brush (assuming your level never sees the skybox)


No, it doesnt extend into the void and there is a skybox because you go outside too.
Looking at it gives that glitch and looking down on it makes it completly dissapear! :cry:
GigaNova
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Joined: Mon Jun 11, 2012 6:32 pm

Re: Water glitching.

Postby TheDanishMaster on Fri Jun 22, 2012 9:31 pm

How about trying to remove the water, then compile it and see if you still get wierd errors? If you don't try building the water again
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TheDanishMaster
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Re: Water glitching.

Postby GigaNova on Sat Jun 23, 2012 7:47 am

Ok, i completly rebuild it. Now its even worse. The glitch is now eveywhere on the water, except if you look down on it then it completly dissapears! It seems to reflect the outside skybox of some sort cause you can see outside buildings in the reflection. :?
GigaNova
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Joined: Mon Jun 11, 2012 6:32 pm

Re: Water glitching.

Postby Ken Chan on Sat Jun 23, 2012 9:07 am

Maybe you give us the map, we take a look to it?
Ken Chan
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