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


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Posted (edited)

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:

Fatal error loading vertex shader water_vs20 (00000005)

 

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:

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

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

Edited by JorisCeoen
Posted (edited)

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.

Edited by grapen
Posted
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.

Posted

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

	}
}

 

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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