Water Bug

ggggass

L1: Registered
Aug 10, 2016
28
0
Guys, please help I have water bug,how i do fix it?
 

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  • waterbug2.png
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PevWolf

Un-Notable Member
Sep 20, 2015
120
86
Usually the cause of the water texture missing is that you map isn't sealed or you're in full bright. Try sealing and adding lighting and see what that'l do.
 

ggggass

L1: Registered
Aug 10, 2016
28
0
materialPath: E:\steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\User\Desktop\forumra\betamap3.vmf
Patching WVT material: maps/betamap3/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/betamap3/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/betamap3/koth_viaduct_event/blendgrasstodirt_viaduct001_wvt_patch
Patching WVT material: maps/betamap3/nature/blendgroundtoconcrete001_wvt_patch
Patching WVT material: maps/betamap3/harvest/ground_to_green_grass_002_wvt_patch
Patching WVT material: maps/betamap3/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 2048.0 32.0)
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 (4096.0 1536.0 32.0)
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 (2560.0 2048.0 32.0)
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 (1472.0 1024.0 -460.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (1828.0 1024.0 -460.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (1180.0 1024.0 -460.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (1332.0 1024.0 -68.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (1176.0 1024.0 -68.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (561038 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTODIRT_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTODIRT_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTODIRT_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTODIRT_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTODIRT_VIADUCT001 uses unknown detail object type tf_forest_grass!
Material KOTH_VIADUCT_EVENT/BLENDGRASSTODIRT_VIADUCT001 uses unknown detail object type tf_forest_grass!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 963 texinfos to 748
Reduced 111 texdatas to 94 (3094 bytes to 2317)
Writing C:\Users\User\Desktop\forumra\betamap3.bsp
Wrote ZIP buffer, estimated size 8025, actual size 5935
2 seconds elapsed



8 threads
reading c:\users\user\desktop\forumra\betamap3.bsp
reading c:\users\user\desktop\forumra\betamap3.prt
LoadPortals: couldn't read c:\users\user\desktop\forumra\betamap3.prt



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\users\user\desktop\forumra\betamap3.bsp
No vis information, direct lighting only.
4969 faces
849946 square feet [122392296.00 square inches]
16 Displacements
35471 Square Feet [5107825.50 Square Inches]
0 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0307 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1587/8192 19044/98304 (19.4%)
brushsides 10461/65536 83688/524288 (16.0%)
planes 3208/65536 64160/1310720 ( 4.9%)
vertexes 11366/65536 136392/786432 (17.3%)
nodes 6001/65536 192032/2097152 ( 9.2%)
texinfos 748/12288 53856/884736 ( 6.1%)
texdata 94/2048 3008/65536 ( 4.6%)
dispinfos 16/0 2816/0 ( 0.0%)
disp_verts 1240/0 24800/0 ( 0.0%)
disp_tris 1952/0 3904/0 ( 0.0%)
disp_lmsamples 87560/0 87560/0 ( 0.0%)
faces 4969/65536 278264/3670016 ( 7.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2377/65536 133112/3670016 ( 3.6%)
leaves 6003/65536 192096/2097152 ( 9.2%)
leaffaces 5904/65536 11808/131072 ( 9.0%)
leafbrushes 2776/65536 5552/131072 ( 4.2%)
areas 1/256 8/2048 ( 0.4%)
surfedges 32942/512000 131768/2048000 ( 6.4%)
edges 20350/256000 81400/1024000 ( 7.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 715/32768 7150/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11307/65536 22614/131072 (17.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4980076/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 421/393216 ( 0.1%)
LDR ambient table 6003/65536 24012/262144 ( 9.2%)
HDR ambient table 6003/65536 24012/262144 ( 9.2%)
LDR leaf ambient 3686/65536 103208/1835008 ( 5.6%)
HDR leaf ambient 6003/65536 168084/1835008 ( 9.2%)
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] 1/12 ( 8.3%)
pakfile [variable] 5935/0 ( 0.0%)
physics [variable] 561038/4194304 (13.4%)
physics terrain [variable] 5120/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 13464
Writing c:\users\user\desktop\forumra\betamap3.bsp
28 seconds elapsed
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
[...]
0...1...2...3...4...5...6...7...8...9...10**** leaked ****

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 2048.0 32.0)
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:
[,,,]

To get more into detail: This shows that your map has at least 1 leak (isn't completely sealed.) Aside from breaking VIS, which will make your map perform badly (because it will always render everything in front of you, no matter if you actually see it or not,) this will also cause the water bugs displayed in your screenshots.

To find a leak click in your map, after you compiled it, inside hammer click on Map -> Load Pointfile. This will add a red line to your map which you can both see in 2d and 3d views. The line starts at any entity inside your map (can be a model, a trigger, a light, anything) and leaves the map into the void at some point. That's where your leak is. Seal that leak, then compile again.

Please note that your map might have more than one leak in it. To find them, you have to compile your map once for each (or rather, have VBSP run once for each) and then load the pointfile again.
I'd suggest that you compile on "Fast" until you no longer get leak warnings, then compile on normal to check the results.
 

ggggass

L1: Registered
Aug 10, 2016
28
0
To get more into detail: This shows that your map has at least 1 leak (isn't completely sealed.) Aside from breaking VIS, which will make your map perform badly (because it will always render everything in front of you, no matter if you actually see it or not,) this will also cause the water bugs displayed in your screenshots.

To find a leak click in your map, after you compiled it, inside hammer click on Map -> Load Pointfile. This will add a red line to your map which you can both see in 2d and 3d views. The line starts at any entity inside your map (can be a model, a trigger, a light, anything) and leaves the map into the void at some point. That's where your leak is. Seal that leak, then compile again.

Please note that your map might have more than one leak in it. To find them, you have to compile your map once for each (or rather, have VBSP run once for each) and then load the pointfile again.
I'd suggest that you compile on "Fast" until you no longer get leak warnings, then compile on normal to check the results.



Thanks :D