Water - Leaks???

Oct 6, 2008
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Listen, I'm really sorry to keep bugging you all with all kinds of questions but I guess it's really the only way we all learn and I'm new to source mapping:)

I have water in my map - functions perfectly as water - jump in and swim :wow:

But here's the problem when I look at it from above it looks just like a leak the funny squiggly stuff and I can see the sktbox underneath?

There is a canyon floor there but I seem to be able to look right through it.

Any ideas?

Also for those of of you who love morbid type of stuff I have ragdolls, medic, spies, pyros, etc just floating around on th surface - lots a fun if you sticky bomb them :p
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Yup its caused by a lack of VIS, either though the fact you've got a leak or you just haven't run it.

Make sure you've got no leaks by looking though your compile log, if you do have leaks, go plug them and then your water should work just fine.
 
Oct 6, 2008
1,947
445
Hey thanks a lot Youme - I've got no leaks - and have just been running rad recently to check out my lighting effects - Vis is taking about 1-2 days to run now after I've optimized it LOL - it was 5 hours before I did the optimization - I've done more modifications and haven't vissed in awhile. I will try a fast vis to see if improves. But having a hard time figuring out where to optimize - it's a large outdoor style map.
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
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I sincerely hope that you're exaggerating, lol. Even the Valve maps don't take that long.
 
Oct 6, 2008
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445
I sincerely hope that you're exaggerating, lol. Even the Valve maps don't take that long.

Unfortunately no I'm not.:(

When I first did this map, it was so bad that in 4 days I only got 40% vis done before stopping my computer. So...I completely rebuilt the map D:

I was able to cut the 4 days down to 5 hours :wow: and tried to optimize it using hint brushes - it's now back to over a day :cursing:

I'm not very good on the optimization thing and have absolutely no idea how to do it right.

take a look at these screenshots

http://forums.tf2maps.net/album.php?albumid=29 and give me some ideas plz

Here's what'e I think may help:

picture 1 - final cap fron an endpoint - directly on the left ground level - there's a small room - same entrances - put in an area portal into the doorway? Leave portal open? the archway at the end turns right then 90 turn left to red spawn - can you use a hint brush there even though there's no top ceiling?

Picture 2 - now have hint brush where train comes from tunnel and under that waterfall I can't gt working :cursing:

Picture 3 show the exit of the above

Picture 4 is where I think I could make real progress - see the arches - I couls make all those func_details - think it would help?

I could also make the bridge and the elevator shaft thingy a function_detail too. Other than that I'm at a loss in how to optimize something outdoors like this.:confused:

Would making all the torches func_details help too?
 
Last edited:
Oct 6, 2008
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Altaco

L420: High Member
Jul 3, 2008
484
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I really don't get how people can have compile times days long... my longest have been maybe 20-30 minutes at most.