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Fatal error loading vertex shader water_vs20 (00000005) HELP! [SOLVED]

  • JorisCeoen
  • September 18, 2017 at 3:34 PM
  • JorisCeoen
    • September 18, 2017 at 3:34 PM
    • #1

    For some godly reason, since I came back from vacation an update happened to CS:GO. Apparantly a smoke bug was caught and patched about a week ago, I had no idea about this. However, as a mapper I recently came across a problem when compiling a map:

    Code
    Fatal error loading vertex shader water_vs20 (00000005)

    [Blocked Image: https://i.imgur.com/gmP4VVB.png]


    So the map compiles as normal, like I did countless times before, no huge changes. I launch the map through console, almost instantaneously CS:GO crashes to desktop with the above error. I tried everything, literally everything everyone has suggested me and what I found on the forums or reddit:

    • Verified game cache integrity (+ restarting PC afterwards didn't help)
    • Removed the shader files and verified integrity of game cache (+ restarting PC afterwards didn't help)
    • Deinstalled CS:GO and reinstalled (+ restarting PC afterwards didn't help)
    • One by one removing parts of the map to locate the problem. Only helped when I removed EVERYTHING except displacements and the skybox. This is ridicilous.
    • Drivers are up-to-date, Windows 7 is up-to-date so it can't be related to those. I'm using the AMD HD5870, which runs CS:GO just fine.

    I truly need more help here, since this cannot be a normal incident. The person whom I'm making the map for (a revised version of Surf xDream) can load the map just fine. When I load older, unaltered versions from before the update it will crash my map too. It will even crash CS:GO when I load the ORIGINAL xDream!

    Just for clarification, unlike the posts I found about this error where all the original posters had their CS:GO crash upon launch, my issue is that CS:GO launches and runs fine, but on most older maps it will just crash. It simply won't allow to load maps that feature that particular shader (water_vs20). Valve changed something about this shader, and something in my computer is hating this. PC specs are below:

    Code
    Summary
    		Operating System
    			Windows 7 Home Premium 64-bit SP1
    		CPU
    			Intel Core i7 860 @ 2.80GHz	55 °C
    			Lynnfield 45nm Technology
    		RAM
    			8,00GB Dual-Channel DDR3 @ 666MHz (9-9-9-24)
    		Motherboard
    			Gigabyte Technology Co. Ltd. P55A-UD3 (Socket 1156)	45 °C
    		Graphics
    			Philips FTV (1920x1080@60Hz)
    			SMB2230H (1920x1080@60Hz)
    			1024MB ATI AMD Radeon HD 5800 Series (ATI)	80 °C
    		Storage
    			931GB SAMSUNG HD103SJ ATA Device (SATA)	30 °C
    			1863GB Western Digital WDC WD20EARS-00MVWB0 ATA Device (SATA)	30 °C
    			931GB SAMSUNG HD103SJ ATA Device (SATA)	31 °C
    			2794GB Western Digital WDC WD30EFRX-68EUZN0 ATA Device (SATA)	30 °C
    			4657GB Seagate BUP SL USB Device (USB (SATA))	38 °C
    		Optical Drives
    			HL-DT-ST BDDVDRW GBC-H20N ATA Device
    			PSDI 5Q7SXAVG9 SCSI CdRom Device
    			UDINC MN4XA3OXMJCT SCSI CdRom Device
    			HL-DT-ST DVDRAM GH22NS50 ATA Device
    			UDINC MN4XA3OXMJCT SCSI CdRom Device
    		Audio
    			ASUS Xonar D2 Audio Device
    Display More

    Would anyone have a clue? I'm clueless at this point. I tried everything.

  • JorisCeoen
    • September 19, 2017 at 4:11 PM
    • #2

    I guess I'm busted :( can't seem to fix it no matter what

  • grapen
    • September 20, 2017 at 6:47 AM
    • #3

    You have an error in a vmt that uses the specific shader in the error message. Post your water vmt(s) and let's have a look. I want to point out that since the last update, any shader can cause your map to crash even if it's something minor such as declaring both $envmapmask and $basealphaenvmapmask in the same material.

    If anyone else is having a similar issue but don't know where to look for the busted material, just cordon tool on fast until you find it.

  • JorisCeoen
    • September 20, 2017 at 9:12 AM
    • #4
    Quote from grapen

    2 hours ago, grapen said: You have an error in a vmt that uses the specific shader in the error message. Post your water vmt(s) and let's have a look. I want to point out that since the last update, any shader can cause your map to crash even if it's something minor such as declaring both $envmapmask and $basealphaenvmapmask in the same material.

    If anyone else is having a similar issue but don't know where to look for the busted material, just cordon tool on fast until you find it.

    That sounds very interesting, and could make sense. I'll see in the vmt's if there's a shader that causes an error. Is this permanent, however? I mean if it has become this unstable, a lot of shaders would not be able to be used any longer.

  • grapen
    • September 20, 2017 at 10:54 AM
    • #5

    Any maps that have vmt's with conflictig prameters have been broken, yep. As long as your vmt's are problem free, your map should be future proof.

  • JorisCeoen
    • September 21, 2017 at 11:02 AM
    • #6

    I solved this particular problem by removing the $basetexture parameter from the .vmt with a water shader. For reference, below is the code:

    Code
    Water
    {
    	%compilewater 	"1"
    //	$basetexture 	"surf_greatriver/greatriver_watergreen"
    	$bottommaterial "surf_greatriver/greatriver_watergreen_bottom"
    	$surfaceprop	"water"
    	$envmap		"env_cubemap"
    	$envmaptint	"[0.35 0.35 0.35]"
    	$abovewater 	"1"
    	$fogenable 	"1"
    	$fogcolor 	"{22 55 72}"
    	$fogstart 	"10"
    	$fogend 	"40"
    
    
    	"$refracttexture"	"_rt_WaterRefraction"
    	"$scale" 		"[0.09 0.09]"
    	"$bumpmap" 		"surf_greatriver/water_dudv"
    	"$normalmap" 		"surf_greatriver/water_normal"
    	"$bumpframe" 		"0"
    
    
    	"Proxies"
    	{
    
    
    		"AnimatedTexture"
    		{
    			"animatedtexturevar" "$normalmap"
    			"animatedtextureframenumvar" "$bumpframe"
    			"animatedtextureframerate" 16.00
    		}
    
    
    		"TextureScroll"
    		{
    			"texturescrollvar" "$bumptransform"
    			"texturescrollrate" 1.00
    			"texturescrollangle" 270.00
    		}
    
    
    	}
    }
    Display More

    Don't use a basetexture for the Water shader!

    Thanks to Grapen to recommend checking out conflicting commands! I'm not sure wheter the basetexture command even works for water, I think I dabbled with it a bit, but since it never crashed my map, I haven't thought about removing it. It's since the latest update that it automatically crashed the map to desktop and got fixed by tagging it out/removing it.

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