cs_minti water invisable but there

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:

https://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

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

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.

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

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.

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

https://elvisinnewyork.com/cs_minti_skybox.zip

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