Water problem

Draser

L3: Member
May 17, 2010
144
12
Im making some water in my map, but when i compile it...the water isn't there. I would give screenies but for some reason its not working right today.

I have columns in the water, and where the water around it is suppposed to be, it cuts the columns off. Making it seem like they are floating in mid air.

Also, when you jump into the "water" you just hit the bottom, as if it were just air.

Once you are down there however, when you walk up to where a column should be, you hit it, even though you can't see it.

Anybody know what the problem is, and how i can fix it?
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Please post some screenshots of what you mean, that'll help us understand it abit more.

It sounds like you've messed up the edges of the water, which has to be a 6 sized box.
 

Draser

L3: Member
May 17, 2010
144
12
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\laserbman\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf\materials
Loading C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 220 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.prt...Building visibility clusters...
done (1)
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 (0) (233748 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2034 texinfos to 977
Reduced 77 texdatas to 64 (3360 bytes to 2985)
Writing C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\laserbman\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" -fast "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
2 threads
reading c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
reading c:\users\chris\desktop\fuze\ctf_generic_ctf.prt
958 portalclusters
2910 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 77987 visible clusters (0.00%)
Total clusters visible: 469111
Average clusters visible: 489
Building PAS...
Average clusters audible: 928
visdatasize:204413 compressed from 229920
writing c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\laserbman\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" -noextra "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf"

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

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

Loading c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
Setting up ray-trace acceleration structure... Done (0.55 seconds)
3638 faces
1058996 square feet [152495520.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3638 patches before subdivision
75472 patches after subdivision
sun extent from map=0.000000
71 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (43)
transfers 8716448, max 880
transfer lists: 66.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(135119, 107235, 101365)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(15465, 8628, 7698)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1999, 806, 664)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(277, 77, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(41, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(6, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0737 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 41/1024 1968/49152 ( 4.0%)
brushes 631/8192 7572/98304 ( 7.7%)
brushsides 3898/65536 31184/524288 ( 5.9%)
planes 1484/65536 29680/1310720 ( 2.3%)
vertexes 5531/65536 66372/786432 ( 8.4%)
nodes 1965/65536 62880/2097152 ( 3.0%)
texinfos 977/12288 70344/884736 ( 8.0%)
texdata 64/2048 2048/65536 ( 3.1%)
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 3638/65536 203728/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2035/65536 113960/3670016 ( 3.1%)
leaves 2007/65536 64224/2097152 ( 3.1%)
leaffaces 4565/65536 9130/131072 ( 7.0%)
leafbrushes 1587/65536 3174/131072 ( 2.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25113/512000 100452/2048000 ( 4.9%)
edges 14315/256000 57260/1024000 ( 5.6%)
LDR worldlights 71/8192 6248/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 400/32768 4000/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6003/65536 12006/131072 ( 9.2%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4913828/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 204413/16777216 ( 1.2%)
entdata [variable] 52372/393216 (13.3%)
LDR ambient table 2007/65536 8028/262144 ( 3.1%)
HDR ambient table 2007/65536 8028/262144 ( 3.1%)
LDR leaf ambient 11919/65536 333732/1835008 (18.2%)
HDR leaf ambient 2007/65536 56196/1835008 ( 3.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 970470/0 ( 0.0%)
physics [variable] 233748/4194304 ( 5.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9796
Writing c:\users\chris\desktop\fuze\ctf_generic_ctf.bsp
1 minute, 29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Chris\Desktop\fuze\ctf_generic_ctf.bsp" "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf\maps\ctf_generic_ctf.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\laserbman\team fortress 2\tf" +map "ctf_generic_ctf"
 

Draser

L3: Member
May 17, 2010
144
12
oh ok, ill check that.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Please post some screenshots of what you mean, that'll help us understand it abit more.

It sounds like you've messed up the edges of the water, which has to be a 6 sized box.


really? You can't have a triangular box (5 sides)? I never knew that. I never tried that either, but I still never knew.