Water issue

noodleboy347

L1: Registered
Jun 29, 2009
30
0
Okay, recompiled. Compile log error checker said the only error was compiling in fastmode, but I just did that to test it. Still no pointfile, still the broken water.

EDIT: Remade the brush from scratch, still doing it :(
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
If the water brush is actually there (you can swim in it, etc), it's a leak. If it's anything else, I suppose it's something with VVIS; post the compile log.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Check the list of requirements on this list and make sure you've followed them all. I'm not sure if they're all strictly necessary to make the water show up, but it can't hurt to make sure.
 

noodleboy347

L1: Registered
Jun 29, 2009
30
0
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.vmf"

Valve Software - vbsp.exe (May  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\spyder347\team fortress 2\tf\materials
Loading C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.vmf
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing 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)
writing C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_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_hydro_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) (499461 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1803 texinfos to 1028
Reduced 135 texdatas to 118 (4567 bytes to 3690)
Writing C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.bsp
8 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49"

Valve Software - vvis.exe (May  7 2010)
2 threads
reading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
reading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.prt
   3 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: 3
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:34  compressed from 48
writing c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49"

Valve Software - vrad.exe SSE (May  7 2010)

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

Loading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
Setting up ray-trace acceleration structure... Done (1.44 seconds)
8769 faces
2 degenerate faces
3593920 square feet [517524608.00 square inches]
1 Displacements
44945 Square Feet [6472135.50 Square Inches]
8767 patches before subdivision
190847 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.008727
118 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (94)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (175)
transfers 22691514, max 1427
transfer lists: 173.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(2423826, 1846370, 1704624)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(789867, 546464, 425849)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(274939, 171319, 111643)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(103458, 58672, 32257)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(40133, 20742, 9670)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(16376, 7764, 3096)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(6908, 3010, 1037)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(3039, 1221, 367)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(1382, 512, 136)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(651, 222, 52)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(315, 99, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(156, 45, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #13 added RGB(79, 21, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(41, 10, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(21, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(11, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #17 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #18 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #19 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1552 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (26)
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 (45)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 139/1024         6672/49152    (13.6%) 
brushes               1285/8192        15420/98304    (15.7%) 
brushsides            8479/65536       67832/524288   (12.9%) 
planes                3744/65536       74880/1310720  ( 5.7%) 
vertexes             14082/65536      168984/786432   (21.5%) 
nodes                 5804/65536      185728/2097152  ( 8.9%) 
texinfos              1028/12288       74016/884736   ( 8.4%) 
texdata                118/2048         3776/65536    ( 5.8%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts             289/0            5780/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       71470/0           71470/0        ( 0.0%) 
faces                 8769/65536      491064/3670016  (13.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3707/65536      207592/3670016  ( 5.7%) 
leaves                5944/65536      190208/2097152  ( 9.1%) 
leaffaces             9921/65536       19842/131072   (15.1%) 
leafbrushes           3588/65536        7176/131072   ( 5.5%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            56530/512000     226120/2048000  (11.0%) 
edges                31964/256000     127856/1024000  (12.5%) 
LDR worldlights        117/8192        10296/720896   ( 1.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            6/32768          72/393216   ( 0.0%) 
waterstrips           1028/32768       10280/327680   ( 3.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         15414/65536       30828/131072   (23.5%) 
cubemapsamples          11/1024          176/16384    ( 1.1%) 
overlays                 4/512          1408/180224   ( 0.8%) 
LDR lightdata         [variable]     7094604/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]          34/16777216 ( 0.0%) 
entdata               [variable]      159836/393216   (40.6%) 
LDR ambient table     5944/65536       23776/262144   ( 9.1%) 
HDR ambient table     5944/65536       23776/262144   ( 9.1%) 
LDR leaf ambient     29331/65536      821268/1835008  (44.8%) 
HDR leaf ambient      5944/65536      166432/1835008  ( 9.1%) 
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]           1/15644    ( 0.0%) 
pakfile               [variable]     1281209/0        ( 0.0%) 
physics               [variable]      499461/4194304  (11.9%) 
physics terrain       [variable]         774/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 23898
Writing c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp
5 minutes, 55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.bsp" "c:\program files\steam\steamapps\spyder347\team fortress 2\tf\maps\achievement_chambers_v49.bsp"
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure_wvt_patch

Thats a strange thing...never seen that before

Besides that, there doesn't seem to to be anything I can find in the Compile log...

Besides the fact it needs optimization. (Read this, it should start you off).

Try a different texture besides the well one.
 
Last edited:

noodleboy347

L1: Registered
Jun 29, 2009
30
0
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure_wvt_patch

Thats a strange thing...never seen that before

Besides that, there doesn't seem to to be anything I can find in the Compile log...

Besides the fact it needs optimization. (Read this, it should start you off).

Try a different texture besides the well one.

It's very poorly optimized, I just can't seem to learn how to do it. Thanks for the link, and okay.

EDIT: Okay so I compiled with different textures, still no luck.

Could this have anything to do with it?

Code:
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01rt)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01bk)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01lf)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01ft)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01up)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01dn)

EDIT AGAIN:

I fixed it
 
Last edited: