Alright, What'd I Do Wrong Now?

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Here's my room with its displacement in place and a nice X-shaped water texture in the middle.

As seen from above the water.
PreSplash.png


As seen from below the water.
PostSplash.png


What'd I manage to screw up this time?
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Older builds have shown no leaks, and I haven't altered any brushes other than related to this room. I've searched all seams and I'm still not finding any leaks. I went so far as to seal this room on all sides with massive 128-thick brushes that overlap save for where it shares a wall with one hallway; the hallway itself has been sealed the entire time. Hitting Alt+P reveals no problems on the map except for a lack of a player start point, which has been there the entire time.

Compiling keeps coming up with a leak, and continuously points to a prop_static that happens to be hovering inside of a sealed hallway.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
The Water isn't displaced, right?

Nope. The area is constructed thusly:

There is a 1028x2048x2048 room with 16 thick walls. 128 above the surface of the floor are a grid of 512x512 displacements, each one made by creating a 512x512x16 Nodraw-textured brush and then changing the topmost surface to a blend texture. Beneath these are several additional brushes which outline a + shaped area, consisting of a 128x768x2048 brush and two 128x768x640 brushes. These three brushes are all textured Nodraw except for the topmost surface which is using the sawmill water texture. The only exits out of the room are two doors which exit into L-shaped rooms made up of three 256x256x256 cubes sealed on all sides by 16 thick walls.

In the center of the room 64 HU above the floor is a single cubemap. Approximately 128 below the ceiling in the same location is a single light entity.

TheRoom.png
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Rather than having multiple water brushes in an X, simply make one big brush that covers all the area you need. If I understand you correctly, you have "walls" sealing the water, but I still think it's worth a shot to get a cleaner map (good habit) and to eliminate problems related to the structure of your water brushes.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Completely moved that section of the map out into the void away from everything else and made a hollowed brush around it while making sure the original shared wall stayed where it was (and replaced it). Still getting leaks, which are apparently elsewhere in the map now.

Attempted to load the .lin file; that's blank. As in, it loads up in Hammer and I have a point of origin and nothing else.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Then there might be an origin of an entity outside the map. I happen to be compiling right now, so I can't tell you how to center them because I don't remember, but basically select all of it and find "Center Origins" in the upper menu. :p
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
I tried that, didn't work. I ended up tearing the map apart, deleting the water and displacements, and repeatedly doing BSP compiles after enclosing sections inside hollowed brushes. Anything that came back with a leak I redid, resizing each brush to ensure it was all solid. Once it cleared I went on to the next section. Once various leaks had been eliminated, I went back in and redid the displacements and water. I also proceeded to add cubemaps to the entirety of the map.

Upon loading, I discovered I have purple water. So I checked everything and typed buildcubemaps into the dev console. This is what I got back

Code:
*** Error: Skybox vtf files for sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_morningsnow_01 to build the default cubemap!

The scope on the Sniper's rilfe looks fine. I have cubemaps everywhere (possibly more than I really need), and the only place I'm seeing purple is in tiny flecks on the displacement (snow texture) and the water.

What did I screw up now?
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Alright. I went back in, and I typed this:

Code:
mat_specular 0
buildcubemaps
mat_specular 1
disconnect
sv_cheats 1
mat_reloadallmaterials
sv_cheats 0

I got back this:

Code:
*** Error: Skybox vtf files for sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_morningsnow_01 to build the default cubemap!

So.. now what?