Source SDK

Source SDK

Invisible Water - No Leak
I have been working on a giant map for quite some time now and have ran into countless errors. Some broke lighting, and the vast majority have broken the water. But this error has proven to be undeniably resistant.

This time I was planning on adding a tunnel system to my map. Note: There were already tunnels in the map, I just added onto them. So I added the new tunnels and sure enough the water breaks. The water appears invisible unless your inside of it. I know all about portal file and it produces no red lines, I have used interlopers error search and it has found nothing, I have also checked for map problems and it has found nothing.

So I decide to remove one section of tunnels at a time. After deleting about half of them the water begins to work again. Im assuming some block wasn't properly made so I decide to remake the section of tunnels I deleted (which involed just making blocks, no cutting, no vertices editing. I recompile, and the water is yet again broken. There is no possible leak, there is no unnatural geometry, so this leads to me to believe that I may be maxing out on something. If any of you could read the logs and tell me what you think that would be great.

Question to answer: Why is the addition of a couple extra tunnels breaking the water?

Logs: http://pastebin.com/pr4U0BVi

Thank you for the help.
Last edited by Entomologist; Nov 6, 2014 @ 5:13pm
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Showing 1-12 of 12 comments
Wazanator Nov 6, 2014 @ 11:20pm 
Are there two visible sections of water at different heights?
Entomologist Nov 6, 2014 @ 11:29pm 
Originally posted by Wazanator:
Are there two visible sections of water at different heights?

Yes, I have some water blocks in the underground section of my map and a big lake on top. However, when I add these tunnels, im not adding new water and yet it is still breaking the existing water. So that lead me to rule out that as being a problem, unless im missing something?
Last edited by Entomologist; Nov 6, 2014 @ 11:30pm
Rectus Nov 7, 2014 @ 1:08am 
Vismap expansion overflow

VVIS seems to be crashing. I've never seen that errror before so I'm not sure why, but it seems that you've hit some sort of limit.

From the numbers VVIS spits out, your map seems to be extremely unoptimized. How long did that VVIS compile take?
Entomologist Nov 7, 2014 @ 10:07am 
Originally posted by Rectus:
Vismap expansion overflow

VVIS seems to be crashing. I've never seen that errror before so I'm not sure why, but it seems that you've hit some sort of limit.

From the numbers VVIS spits out, your map seems to be extremely unoptimized. How long did that VVIS compile take?

It takes about 15 minutes per compile, regardless if the water works or not.

Rectus Nov 7, 2014 @ 11:04am 
The error seems to stem from hitting a hard limit on the amount of visibility data. You'll need to simplify the world geometry to get it back under the limit. Read this article if you haven't done it already:https://developer.valvesoftware.com/wiki/Visibility_optimization

Not sure if it works with CS:S, but you can also use func_viscluster to simplify the VVIS calculations reducing the data size.
BerntA Nov 7, 2014 @ 11:30am 
If you're going to use a viscluster then make sure you cut away the parts which collide with the water brush.
Entomologist Nov 7, 2014 @ 11:31am 
Originally posted by Rectus:
The error seems to stem from hitting a hard limit on the amount of visibility data. You'll need to simplify the world geometry to get it back under the limit. Read this article if you haven't done it already:https://developer.valvesoftware.com/wiki/Visibility_optimization

Not sure if it works with CS:S, but you can also use func_viscluster to simplify the VVIS calculations reducing the data size.


I'll look into it, thanks.
76561198088409502 Sep 6, 2018 @ 11:36am 
currentlly im facing the same problem
the water is completely invisable even without skybox or any texture while inside water
there was absolutely no leak
idk what to do
Rectus Sep 6, 2018 @ 11:45am 
Originally posted by Ground Zero:
currentlly im facing the same problem
the water is completely invisable even without skybox or any texture while inside water
there was absolutely no leak
idk what to do
Depending on the game, it might need an env_fog_controller in the map for water to show up.
76561198088409502 Sep 6, 2018 @ 11:48am 
tf2
Rectus Sep 6, 2018 @ 11:56am 
I don't think TF2 does. If it's not a leak, I'd imagine it's some other kind of compile issue. A log would be useful.
** Executing...
** Command: "H:\PERO\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
2 threads
materialPath: H:\PERO\steamapps\common\Team Fortress 2\tf\materials
Loading H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (16082 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 33 texinfos to 24
Reduced 9 texdatas to 9 (159 bytes to 159)
Writing H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "H:\PERO\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership"

Valve Software - vvis.exe (Aug 2 2018)
2 threads
reading h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
reading h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.prt
94 portalclusters
260 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: 28 visible clusters (0.34%)
Total clusters visible: 8252
Average clusters visible: 87
Building PAS...
Average clusters audible: 94
visdatasize:3018 compressed from 3008
writing h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "H:\PERO\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership"

Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
313 faces
129464 square feet [18642944.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
313 patches before subdivision
14189 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 (0)
transfers 2175846, max 443
transfer lists: 16.6 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<0.0029 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 4/1024 192/49152 ( 0.4%)
brushes 42/8192 504/98304 ( 0.5%)
brushsides 252/65536 2016/524288 ( 0.4%)
planes 158/65536 3160/1310720 ( 0.2%)
vertexes 419/65536 5028/786432 ( 0.6%)
nodes 175/65536 5600/2097152 ( 0.3%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 9/2048 288/65536 ( 0.4%)
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 313/65536 17528/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 157/65536 8792/3670016 ( 0.2%)
leaves 180/65536 5760/2097152 ( 0.3%)
leaffaces 362/65536 724/131072 ( 0.6%)
leafbrushes 90/65536 180/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2124/512000 8496/2048000 ( 0.4%)
edges 1166/256000 4664/1024000 ( 0.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 34/32768 340/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 678/65536 1356/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 546680/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3018/16777216 ( 0.0%)
entdata [variable] 5215/393216 ( 1.3%)
LDR ambient table 180/65536 720/262144 ( 0.3%)
HDR ambient table 180/65536 720/262144 ( 0.3%)
LDR leaf ambient 112/65536 3136/1835008 ( 0.2%)
HDR leaf ambient 180/65536 5040/1835008 ( 0.3%)
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] 54/0 ( 0.0%)
physics [variable] 16082/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 870
Writing h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp" "H:\PERO\steamapps\common\Team Fortress 2\tf\maps\mothership.bsp"


** Executing...
** Command: "H:\PERO\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" +map "mothership" -steam


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Date Posted: Nov 6, 2014 @ 5:11pm
Posts: 12