Invisible water in L4D2

Any aspects of level design for the Source engine.

Invisible water in L4D2

Postby skulz87 on Thu Nov 14, 2013 3:59 pm

Hello, i cant see the water in l4d2 hammer level i created.

I have water: water_lod_control, env_fog_controller, a light and a simple room without leaks.

In game i can hear the water when i walk and when i shoot the water splash comes out but water is invisible.

Here is a screenshot:
Image

The compile log.

materialPath: E:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Users\Freeman\Desktop\L4D-maps\l4dwater.vmf
fixing up env_cubemap materials on brush sides...
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Freeman\Desktop\L4D-maps\l4dwater.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 (0) (2931 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 6 texdatas to 5 (176 bytes to 126)
Writing C:\Users\Freeman\Desktop\L4D-maps\l4dwater.bsp
0 seconds elapsed



4 threads
reading c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\users\freeman\desktop\l4d-maps\l4dwater.prt
8 portalclusters
12 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 64
Average clusters visible: 8
Building PAS...
Average clusters audible: 8
visdatasize:84 compressed from 128
writing c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
0 seconds elapsed



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

Loading c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
32 faces
10467 square feet [1507328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
32 patches before subdivision
1600 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168078, max 303
transfer lists: 1.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2616, 2343, 2122)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(385, 314, 260)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(57, 42, 32)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 6, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 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 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 42/65536 840/1310720 ( 0.1%)
vertexes 44/65536 528/786432 ( 0.1%)
nodes 39/65536 1248/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
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 32/65536 1792/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 41/65536 1312/2097152 ( 0.1%)
leaffaces 32/65536 64/131072 ( 0.0%)
leafbrushes 28/65536 56/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 160/512000 640/2048000 ( 0.0%)
edges 97/256000 388/1024000 ( 0.0%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84/16777216 ( 0.0%)
entdata [variable] 981/393216 ( 0.2%)
LDR ambient table 41/65536 164/262144 ( 0.1%)
HDR ambient table 41/65536 164/262144 ( 0.1%)
LDR leaf ambient 125/65536 3500/1835008 ( 0.2%)
HDR leaf ambient 41/65536 1148/1835008 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 87057/0 ( 0.0%)
physics [variable] 2931/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 64
Writing c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
0 seconds elapsed



materialPath: E:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Users\Freeman\Desktop\L4D-maps\l4dwater.vmf
fixing up env_cubemap materials on brush sides...
Material liquids/bridge_water_beneath 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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Freeman\Desktop\L4D-maps\l4dwater.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 (0) (2931 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 6 texdatas to 5 (162 bytes to 118)
Writing C:\Users\Freeman\Desktop\L4D-maps\l4dwater.bsp
0 seconds elapsed



4 threads
reading c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\users\freeman\desktop\l4d-maps\l4dwater.prt
8 portalclusters
12 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 64
Average clusters visible: 8
Building PAS...
Average clusters audible: 8
visdatasize:84 compressed from 128
writing c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
0 seconds elapsed



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

Loading c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
32 faces
10467 square feet [1507328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
32 patches before subdivision
1600 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168078, max 303
transfer lists: 1.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2616, 2343, 2122)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(385, 314, 260)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(57, 42, 32)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 6, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 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 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 42/65536 840/1310720 ( 0.1%)
vertexes 44/65536 528/786432 ( 0.1%)
nodes 39/65536 1248/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
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 32/65536 1792/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 41/65536 1312/2097152 ( 0.1%)
leaffaces 32/65536 64/131072 ( 0.0%)
leafbrushes 28/65536 56/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 160/512000 640/2048000 ( 0.0%)
edges 97/256000 388/1024000 ( 0.0%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84/16777216 ( 0.0%)
entdata [variable] 981/393216 ( 0.2%)
LDR ambient table 41/65536 164/262144 ( 0.1%)
HDR ambient table 41/65536 164/262144 ( 0.1%)
LDR leaf ambient 125/65536 3500/1835008 ( 0.2%)
HDR leaf ambient 41/65536 1148/1835008 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 87039/0 ( 0.0%)
physics [variable] 2931/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 64
Writing c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
0 seconds elapsed



materialPath: E:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Users\Freeman\Desktop\L4D-maps\l4dwater.vmf
fixing up env_cubemap materials on brush sides...
Material liquids/bridge_water_beneath 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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Freeman\Desktop\L4D-maps\l4dwater.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 (0) (2931 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 6 texdatas to 5 (162 bytes to 118)
Writing C:\Users\Freeman\Desktop\L4D-maps\l4dwater.bsp
0 seconds elapsed



4 threads
reading c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\users\freeman\desktop\l4d-maps\l4dwater.prt
8 portalclusters
12 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 64
Average clusters visible: 8
Building PAS...
Average clusters audible: 8
visdatasize:84 compressed from 128
writing c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
0 seconds elapsed



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

Loading c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
32 faces
10467 square feet [1507328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
32 patches before subdivision
1600 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 168078, max 303
transfer lists: 1.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2616, 2343, 2122)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(385, 314, 260)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(57, 42, 32)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 6, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 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 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 42/65536 840/1310720 ( 0.1%)
vertexes 44/65536 528/786432 ( 0.1%)
nodes 39/65536 1248/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
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 32/65536 1792/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8/65536 448/3670016 ( 0.0%)
leaves 41/65536 1312/2097152 ( 0.1%)
leaffaces 32/65536 64/131072 ( 0.0%)
leafbrushes 28/65536 56/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 160/512000 640/2048000 ( 0.0%)
edges 97/256000 388/1024000 ( 0.0%)
LDR worldlights 1/8192 100/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27328/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84/16777216 ( 0.0%)
entdata [variable] 981/393216 ( 0.2%)
LDR ambient table 41/65536 164/262144 ( 0.1%)
HDR ambient table 41/65536 164/262144 ( 0.1%)
LDR leaf ambient 125/65536 3500/1835008 ( 0.2%)
HDR leaf ambient 41/65536 1148/1835008 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 87039/0 ( 0.0%)
physics [variable] 2931/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 64
Writing c:\users\freeman\desktop\l4d-maps\l4dwater.bsp
0 seconds elapsed
skulz87
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Re: Invisible water in L4D2

Postby cz_squishy on Thu Nov 14, 2013 11:18 pm

Compile with VVIS
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Re: Invisible water in L4D2

Postby skulz87 on Fri Nov 15, 2013 12:00 am

When im dragging my (map.vmf) on the (vvis.exe) it says:

Setup file 'gameinfo.txt` doesn't exist in subdirectory `C:Program Files (x86)\Steam\SteamApps\common\left 4 dead 2\bin\vconfig`.
Check your -game parameter or VCONFIG settings.

I need to solve this, the same thing happened a year ago on my previous OS.
Anyone?
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Re: Invisible water in L4D2

Postby Dives on Fri Nov 15, 2013 1:23 am

He obviously is compiling with vvis, as his compile log shows.

Most of the water textures in L4D2 don't work. Its best to look at the official maps to see what textures Valve used.
I have the decompiled maps here http://www.mediafire.com/download/pl4e6 ... mpiled.zip
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Re: Invisible water in L4D2

Postby skulz87 on Fri Nov 15, 2013 2:02 am

I tried almost all water textures, i can upload the .vmt file and someone maybe could see if theres something in the file or its from me.
Right now i used (c6m2_bedlam_d)'s water, sewage but still no luck, its invisible i dont know what else to do.

Edit: I uploaded the bsp file, can someone please check if it works with you or not?
http://www.mediafire.com/download/awjis ... water2.bsp
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Re: Invisible water in L4D2

Postby LordDz on Fri Nov 15, 2013 5:18 pm

Are you perhaps compiling with fast vvis?
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Re: Invisible water in L4D2

Postby skulz87 on Fri Nov 15, 2013 6:25 pm

No, they are all on default (normal) i dont touch compile settings, ive uploaded the file above if anyone has l4d2 they can see the map, its a very small room just to test the water.

Edit: I solved the problem, it was because the env_fog_controller disabled i did the (fog enable) "Yes" now it shows up.

Image

Im glad it worked, though can someone tell me how can i make it not glow, like in this picture below?

Image

Im using the same water but mine glows.
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Re: Invisible water in L4D2

Postby Knights on Sat Nov 16, 2013 11:27 pm

I'll just throw my 2cents in but you're making water with a full nodraw brush then only putting that water texture on top right? I don't understand how enabling that env_fog_controller would of solved this... :-D

BTW http://www.interlopers.net/errors/ this can be used for your compile log to see what or anything's wrong with the compile of your map...
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Re: Invisible water in L4D2

Postby Dives on Sun Nov 17, 2013 9:17 am

Knights wrote:I don't understand how enabling that env_fog_controller would of solved this... :-D


Source Engine water uses localized fog. By disabling the fog controller it disabled all types of fog in the map.
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