cs_minti water invisable but there


#1

Hi, I just put in my 3d skybox and the water in the pool is invisible, if you jump in you see it, I checked for leaks don’t see any in load piontfile and you can see part of skybox through pool walls. Here is download to map files and compile console. I need help I think fixing location to 00 in map grid and proper placement of sky camera in 3d skybox and in original map. I know before it took like an hour to compile and water worked, now it doesn’t it it takes on a min or 2. All files are here if you can help, thank you. :thumbsup:

http://elvisinnewyork.com/cs_minti_skybox.zip

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\cs_minti.vmf”

Valve Software - vbsp.exe (Oct 13 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Randy\Documents\DE_MINTI\cs_minti.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/cs_minti/nature/blendprodasphaltgrass_wvt_patch
fixing up env_cubemap materials on brush sides…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
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 (0)
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 82 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Randy\Documents\DE_MINTI\cs_minti.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 (1) (289740 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1333 texinfos to 979
Reduced 117 texdatas to 100 (3544 bytes to 2957)
Writing C:\Users\Randy\Documents\DE_MINTI\cs_minti.bsp
Wrote ZIP buffer, estimated size 1397090, actual size 1387764
7 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\cs_minti”

Valve Software - vvis.exe (Oct 13 2015)
2 threads
reading c:\users\randy\documents\de_minti\cs_minti.bsp
reading c:\users\randy\documents\de_minti\cs_minti.prt
1 portalclusters
0 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS…
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\users\randy\documents\de_minti\cs_minti.bsp
0 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\cs_minti”

Valve Software - vrad.exe SSE (Oct 13 2015)

Valve Radiosity Simulator
2 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\users\randy\documents\de_minti\cs_minti.bsp
Setting up ray-trace acceleration structure… Done (1.02 seconds)
6393 faces
2 degenerate faces
861254 square feet [124020624.00 square inches]
13 Displacements
2764 Square Feet [398112.06 Square Inches]
6391 patches before subdivision
zero area child patch
78777 patches after subdivision
0 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 (74)
transfers 10398764, max 900
transfer lists: 79.3 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0346 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (13)
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 (12)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 46/1024 2208/49152 ( 4.5%)
brushes 827/8192 9924/98304 (10.1%)
brushsides 6160/65536 49280/524288 ( 9.4%)
planes 5304/65536 106080/1310720 ( 8.1%)
vertexes 10632/65536 127584/786432 (16.2%)
nodes 3989/65536 127648/2097152 ( 6.1%)
texinfos 979/12288 70488/884736 ( 8.0%)
texdata 100/2048 3200/65536 ( 4.9%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 1053/0 21060/0 ( 0.0%)
disp_tris 1664/0 3328/0 ( 0.0%)
disp_lmsamples 10276/0 10276/0 ( 0.0%)
faces 6393/65536 358008/3670016 ( 9.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2630/65536 147280/3670016 ( 4.0%)
leaves 4036/65536 129152/2097152 ( 6.2%)
leaffaces 8242/65536 16484/131072 (12.6%)
leafbrushes 3444/65536 6888/131072 ( 5.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 41751/512000 167004/2048000 ( 8.2%)
edges 22746/256000 90984/1024000 ( 8.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 774/32768 7740/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11754/65536 23508/131072 (17.9%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2756768/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 27029/393216 ( 6.9%)
LDR ambient table 4036/65536 16144/262144 ( 6.2%)
HDR ambient table 4036/65536 16144/262144 ( 6.2%)
LDR leaf ambient 2197/65536 61516/1835008 ( 3.4%)
HDR leaf ambient 4036/65536 113008/1835008 ( 6.2%)
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] 1/5844 ( 0.0%)
pakfile [variable] 1387764/0 ( 0.0%)
physics [variable] 289740/4194304 ( 6.9%)
physics terrain [variable] 1083/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 18422
Writing c:\users\randy\documents\de_minti\cs_minti.bsp
1 minute, 40 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Randy\Documents\DE_MINTI\cs_minti.bsp” “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\cs_minti.bsp”

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” +map “cs_minti” -steam


#2

You can take skybox with water from Surface trnsion map and change skybox texture


#3

Your VVIS is not running properly. That’s the reason why your water is still invisible. Notice how it is generating:

1 portalclusters
0 numportals

This wouldn’t happen, even for a simple 1024 x 1024 blank room. Something somewhere is giving you a leak or a compile error that isn’t showing up in the logs. VVIS not running is the main reason why water goes invisible.

EDIT: I checked the VMF - no wonder the map isn’t compiling. No offense, friend, but you totally need to redo the entire map. The brushwork is some of the sloppiest I’ve ever seen in a map, and you’ve hardly func_detailed ANYTHING. No wonder VVIS doesn’t run. No offense, I’m sure you worked very hard on it and are proud of it, but from a level design standpoint, it needs a total do-over.

I strongly, strongly suggest you look up tutorials on the Valve Developer Wiki. You haven’t mapped with regards to the power of 2 grid, and there’s invalid brushes (the editor deleted a few on map load) and intersecting stuff everywhere. You’re using walls of 6 unit and 3 unit thickness. There is no logical reason to do this. The map is built in a hollowed out skybox, which is another huge no-no.

The water is also a DX7 water. Even if it did show up when VVIS runs, it would look awful.


#4

it took an hour to compile before the put 3d skybox in. Which water you think looks best?


#5

This map should take no longer than 30 seconds to compile, total. Even with full lighting and VIS. The fact that it is taking 1 hour is a sign of just how wrong things are.

As a fellow level designer, please trust me when I say that in terms of the map, you have much bigger things to worry about than whether the water looks good or not.


#6

I’ll pay someone 20.00 if they can fix it for me. Maybe clean it up a little and make the water wotk in the pool with the 3d skybox. I will pay with paypal
I’m just old busy working guy and I am not the best at this but I love the game. I appreciate it,
ty

http://elvisinnewyork.com/cs_minti_skybox.zip