Water Surface Missing?

Maddin855

L1: Registered
Jan 7, 2010
5
0
Hello TF2maps! This is my first post here and i thought it would be a good place to ask for advice. In my map that i am currently working on for a school project (yes, a TF2 map for school :O) i am having problems with the water.

I follow the instructions on the developers wiki, but everytime i start my map, the surface of the water is missing. However, once submerged everything seems to be fine. This is quite a problem as i have been frustrated with it for hours. I even tied it to a func_water_analog, dispite the note on the wiki. This works but only with cheap water, something i do not want.

If anyone has any idea what may be wrong or has a more accurate tutorial to making water, please let me know!

Maddin855.

EDIT: Problem Solved, Thanks guys!
 
Last edited:

Maddin855

L1: Registered
Jan 7, 2010
5
0
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\phantomslayermartin\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1"

Valve Software - vbsp.exe (May 19 2009)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\phantomslayermartin\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_spot (964.00 -1344.00 244.00) leaked!
Processing areas...
Brush 2333: areaportal brush doesn't touch two areas

Brush 1328: areaportal brush doesn't touch two 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)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 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) (120453 bytes)
Static prop models/props_mining/industrial_ceiling_lamp02.mdl outside the map (1648.00, -352.00, 261.07)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 513 texinfos to 274
Reduced 21 texdatas to 16 (568 bytes to 403)
Writing C:\Program Files (x86)\Steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\phantomslayermartin\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1"

Valve Software - vvis.exe (May 19 2009)
8 threads
reading c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.bsp
reading c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\phantomslayermartin\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.51 seconds)
2172 faces
1700504 square feet [244872704.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0167 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 330/8192 3960/98304 ( 4.0%)
brushsides 2009/65536 16072/524288 ( 3.1%)
planes 768/65536 15360/1310720 ( 1.2%)
vertexes 2965/65536 35580/786432 ( 4.5%)
nodes 1164/65536 37248/2097152 ( 1.8%)
texinfos 274/12288 19728/884736 ( 2.2%)
texdata 16/2048 512/65536 ( 0.8%)
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 2172/65536 121632/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1141/65536 63896/3670016 ( 1.7%)
leaves 1180/65536 37760/2097152 ( 1.8%)
leaffaces 2552/65536 5104/131072 ( 3.9%)
leafbrushes 743/65536 1486/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14824/512000 59296/2048000 ( 2.9%)
edges 8917/256000 35668/1024000 ( 3.5%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 182/32768 1820/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3090/65536 6180/131072 ( 4.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1219660/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 36913/393216 ( 9.4%)
LDR ambient table 1180/65536 4720/262144 ( 1.8%)
HDR ambient table 1180/65536 4720/262144 ( 1.8%)
LDR leaf ambient 6019/65536 168532/1835008 ( 9.2%)
HDR leaf ambient 1180/65536 33040/1835008 ( 1.8%)
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] 1/1480 ( 0.1%)
pakfile [variable] 1195/0 ( 0.0%)
physics [variable] 120453/4194304 ( 2.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5918
Writing c:\program files (x86)\steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\phantomslayermartin\sourcesdk_content\tf\mapsrc\kothmapforpp_a1.bsp" "c:\program files (x86)\steam\steamapps\phantomslayermartin\team fortress 2\tf\maps\kothmapforpp_a1.bsp"

I do have a Leak, however upon loading the pointfile it makes no sense. It seems to bend around my brushes before going straight through the surface of the skybox. Being at a point where no lead to the void can be seen, its very puzzling.
 

Maddin855

L1: Registered
Jan 7, 2010
5
0
Thing is i dont have any Areaportals yet either. So the root of my problem is more of a mystery :S
 

Steff0o

L6: Sharp Member
May 31, 2009
295
132
Are you running vvis? because i see no 1...2...3... there
 

Maddin855

L1: Registered
Jan 7, 2010
5
0
It seems i have solved my problem. I redid my skybox only to find that it is now in perfect conditon and everything is working as it should.

Thank you for your help! (Free thanks for your efforts)

Maddin855
 
Aug 10, 2009
1,240
399
**** leaked ****
The map is leaked.
Water not showing is typically a sign of this, I've had it alot before. Compile your map (you may wish to check off the 'run after compile') and after it is compiled go to map> load pointfile.
It should say "load default pointfile?" click yes and follow the red line to the leak. Repeat until the map is sealed. If it opens a browser window for the pointfile, it means that there are no more leaks :D

Also, can we see this map? :D
 

Inacio

L1: Registered
Jun 28, 2009
27
1
I always wanted a prefab pack with Skyboxes on different sizes, because of this. Sometimes I just want to map something specifically to try out on GMod, and have to make a 1024³ skybox, and it pisses me off.
Good to know that you solved your problem.
It happened to me a lot, now when water surfaces don't render, I just look out for leaks. :D
 

Undies

L1: Registered
Dec 24, 2009
45
9
Static prop models/props_mining/industrial_ceiling_lamp02.mdl outside the map (1648.00, -352.00, 261.07)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
areaportal brush doesn't touch two areas

that causes a leak too
areaportal cant touch dunc_Detail either

Areaportals aren't the only thing that can cause leaks. When in doubt, the leak is caused by the map leaking into the void. Ask that first, then if that's not the solution, it's probably an areaportal issue.