Leaks coming out of nowhere, and water problems.

2010wolf | blw.tf

L1: Registered
Jun 22, 2017
17
0
Hello there!
I'm going to go straight to the point...
So first off we have the leak...
as you can see here
1f16cd06dd.png

The leak is just coming out of nowhere... which is probably why the water is all missed up.
I have also locked the map from every other place, and to make sure that i did that right, i surrounded the map with a few walls from all 6 sides (the ones that are blue)
However it says there is a leak.

Next up, the water...
i have tried sooooooooooo many times to fix the water and make it look normal, however it's either just black like this
6dbbea491e.png

OR has this REALLY annoying thing where if it touches any wall or any other thing, that area turns black.
46e7fbd6c1.png


so.... yeah... help me please

Here's the vmf

If i can just fix this water issue, the map will be done.
 
Last edited:
Mar 23, 2013
1,013
347
Dont box your map. There is probably an entity origin outside of the map. Enable :helpers:, select everything, and then move the origin back into the map.
 

TheMightyGerbil

L2: Junior Member
Dec 23, 2012
79
21
Yup, downloaded it, it's a func_door with it's origin outside the map according to the compile log. Velocity's link will tell you all you need to know.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
When that happens, the easiest solution is to select the entire map, go to tools>center origins, and you're good to go. However, this won't work if you have purposefully moved entity origins away from the center on some other entities (duh).
 

TheMightyGerbil

L2: Junior Member
Dec 23, 2012
79
21
Bonus tips. It looks like you've func_detail'ed the wrong things. That large wall that subdivides the map should be world geometry and all the floating geometry that can't, or isn't one of your func_breakables should be func_detail. It's also giving the error...

Valve said:
WARNING: Too many light styles on a face (XXX,XXX,XXX)
At the coordinates specified there is a surface lit by too many "effect" lights. This includes lights that have a name (which compiles both on and off status so you could switch them) or a light using effects like flickering. Remove some of them, disable flickering effects or make sure they don't have a name.

Note.png
Note:
A surface may only be lit by up to 4 lights with different targetnames. This means a face can be lit by unlimited different light styles as long as they share up to 4 names.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
This doesn't help at all but if I didn't know any better, based on the title of this thread I'd think I was on a plumbing forum.
 

2010wolf | blw.tf

L1: Registered
Jun 22, 2017
17
0
oh wow o_o
well then, that's a lots of help!
I'm currently compiling the map, if it didn't work i'll test a few things... if that also didn't work i'll just come back here.
 

2010wolf | blw.tf

L1: Registered
Jun 22, 2017
17
0
OH THANK YOU SO MUCH!!!
7b14025f69.png

it sure took a while, but the water works!!!
894b198db3.png


Alright, you can close this thread now.
Again, thanks a lot!
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
If your compile is taking that long I'd say your water not working was the least of your concerns.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Or, indeed, anything else? Might as well get it all over with.
 

henke37

aa
Sep 23, 2011
2,075
515
Or in other words, time to learn about visibility optimization.