invisible water glitch?

u7y8u7y8

L1: Registered
Nov 19, 2013
4
0
I have seen that others get this problem, but nothing fixes mine. I will post my compiling notes below
 

u7y8u7y8

L1: Registered
Nov 19, 2013
4
0
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Hammer maps\snoop_dog_e.vmf"

Valve Software - vbsp.exe (Nov 7 2013)
8 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Hammer maps\snoop_dog_e.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 (1472.00 -880.00 1088.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9976.0 2048.0 192.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9464.0 2048.0 2658.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9316.0 2048.0 1684.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9694.0 2048.0 1684.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9546.0 2048.0 1684.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9464.0 2048.0 -798.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9464.0 2048.0 868.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 1536.0 192.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (49235 bytes)
Static prop models/props_lights/hangingbulb.mdl outside the map (4544.00, -5136.00, 144.00)
Error! To use model "models/buildables/teleporter_light.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/buildables/teleporter_light.mdl"!
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 246 texinfos to 154
Reduced 44 texdatas to 31 (1408 bytes to 1081)
Writing D:\Hammer maps\snoop_dog_e.bsp
1 second elapsed

** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Hammer maps\snoop_dog_e"

Valve Software - vvis.exe (Nov 7 2013)
8 threads
reading d:\hammer maps\snoop_dog_e.bsp
reading d:\hammer maps\snoop_dog_e.prt
LoadPortals: couldn't read d:\hammer maps\snoop_dog_e.prt


** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Hammer maps\snoop_dog_e"

Valve Software - vrad.exe SSE (Nov 7 2013)

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

Loading d:\hammer maps\snoop_dog_e.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.06 seconds)
2764 faces
2761824 square feet [397702656.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
218 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
Build Patch/Sample Hash Table(s).....Done<0.0496 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 16/1024 768/49152 ( 1.6%)
brushes 151/8192 1812/98304 ( 1.8%)
brushsides 906/65536 7248/524288 ( 1.4%)
planes 890/65536 17800/1310720 ( 1.4%)
vertexes 3429/65536 41148/786432 ( 5.2%)
nodes 1447/65536 46304/2097152 ( 2.2%)
texinfos 154/12288 11088/884736 ( 1.3%)
texdata 31/2048 992/65536 ( 1.5%)
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 2764/65536 154784/3670016 ( 4.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 501/65536 28056/3670016 ( 0.8%)
leaves 1464/65536 46848/2097152 ( 2.2%)
leaffaces 3029/65536 6058/131072 ( 4.6%)
leafbrushes 702/65536 1404/131072 ( 1.1%)
areas 6/256 48/2048 ( 2.3%)
surfedges 14240/512000 56960/2048000 ( 2.8%)
edges 7611/256000 30444/1024000 ( 3.0%)
LDR worldlights 218/8192 19184/720896 ( 2.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 129/32768 1290/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1791/65536 3582/131072 ( 2.7%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3545300/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 64268/393216 (16.3%)
LDR ambient table 1464/65536 5856/262144 ( 2.2%)
HDR ambient table 1464/65536 5856/262144 ( 2.2%)
LDR leaf ambient 3024/65536 84672/1835008 ( 4.6%)
HDR leaf ambient 1464/65536 40992/1835008 ( 2.2%)
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] 1/550 ( 0.2%)
pakfile [variable] 426983/0 ( 0.0%)
physics [variable] 49235/4194304 ( 1.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6708
Writing d:\hammer maps\snoop_dog_e.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Hammer maps\snoop_dog_e.bsp" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\snoop_dog_e.bsp"
 

henke37

aa
Sep 23, 2011
2,075
515
And water doesn't work at all if you have leaks.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Water works, the top face is just invisible. You can dive into it and stuff and it works fine.
 
Oct 6, 2008
1,947
445
Ah - he has leaks - explains where the water went :p
 

Bombcartography

L1: Registered
Aug 28, 2013
25
7
Make sure you didn't turn off your info_player_teamspawns in your visgroups before you compiled. I get those kind of errors when I forget to include them.

I always have a single info_player_teamspawn set to a visgroup called Dev that I toggle for various purposes. Sometimes when I'm just running BSP and basic geometry looking for leaks, it'll spit out a bunch of "FindPortalSide: Couldn't find a good match for which brush to assign to a portal near" errors if I forgot to toggle it.

The odd thing is sometimes it doesn't. I accidentally ran a map one time without my team spawns, didn't get any leak errors, and when I entered the map, I spawned at the origin.