I need help, water invisible

grtgmzlol

L2: Junior Member
Sep 29, 2017
74
18
The water is invisible but i dont have a leak
20180320195112_1.jpg
 

Attachments

  • map_qwerty3200.vmf
    1 MB · Views: 135

grtgmzlol

L2: Junior Member
Sep 29, 2017
74
18
compile log here:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Noriel\Desktop\Mapthtr\map_qwerty3200.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Noriel\Desktop\Mapthtr\map_qwerty3200.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 238 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Noriel\Desktop\Mapthtr\map_qwerty3200.prt...Building visibility clusters...
done (0)
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) (214018 bytes)
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 973 texinfos to 661
Reduced 41 texdatas to 34 (1274 bytes to 1052)
Writing C:\Users\Noriel\Desktop\Mapthtr\map_qwerty3200.bsp
Wrote ZIP buffer, estimated size 641187, actual size 638025
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Noriel\Desktop\Mapthtr\map_qwerty3200"

Valve Software - vvis.exe (Oct 14 2017)
8 threads
reading c:\users\noriel\desktop\mapthtr\map_qwerty3200.bsp
reading c:\users\noriel\desktop\mapthtr\map_qwerty3200.prt
314 portalclusters
942 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (24)
Optimized: 199 visible clusters (0.25%)
Total clusters visible: 80157
Average clusters visible: 255
Building PAS...
Average clusters audible: 314
visdatasize:27689 compressed from 25120
writing c:\users\noriel\desktop\mapthtr\map_qwerty3200.bsp
24 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Noriel\Desktop\Mapthtr\map_qwerty3200"

Valve Software - vrad.exe SSE (Oct 14 2017)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\noriel\desktop\mapthtr\map_qwerty3200.bsp
Setting up ray-trace acceleration structure... Done (0.26 seconds)
2679 faces
2 degenerate faces
1743534 square feet [251068928.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2677 patches before subdivision
35201 patches after subdivision
sun extent from map=0.052336
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 3993720, max 835
transfer lists: 30.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(127578, 111427, 99282)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19531, 12297, 10600)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4017, 1998, 1682)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(878, 311, 240)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(221, 59, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(59, 11, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(17, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0111 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 567/8192 6804/98304 ( 6.9%)
brushsides 3533/65536 28264/524288 ( 5.4%)
planes 1880/65536 37600/1310720 ( 2.9%)
vertexes 5379/65536 64548/786432 ( 8.2%)
nodes 746/65536 23872/2097152 ( 1.1%)
texinfos 661/12288 47592/884736 ( 5.4%)
texdata 34/2048 1088/65536 ( 1.7%)
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 2679/65536 150024/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1990/65536 111440/3670016 ( 3.0%)
leaves 757/65536 24224/2097152 ( 1.2%)
leaffaces 3237/65536 6474/131072 ( 4.9%)
leafbrushes 1093/65536 2186/131072 ( 1.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21793/512000 87172/2048000 ( 4.3%)
edges 14060/256000 56240/1024000 ( 5.5%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 283/32768 2830/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7545/65536 15090/131072 (11.5%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 959596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 27689/16777216 ( 0.2%)
entdata [variable] 35656/393216 ( 9.1%)
LDR ambient table 757/65536 3028/262144 ( 1.2%)
HDR ambient table 757/65536 3028/262144 ( 1.2%)
LDR leaf ambient 3344/65536 93632/1835008 ( 5.1%)
HDR leaf ambient 757/65536 21196/1835008 ( 1.2%)
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] 1/918 ( 0.1%)
pakfile [variable] 638025/0 ( 0.0%)
physics [variable] 214018/4194304 ( 5.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8478
Writing c:\users\noriel\desktop\mapthtr\map_qwerty3200.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Noriel\Desktop\Mapthtr\map_qwerty3200.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\map_qwerty3200.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Sep 28, 2016
109
61
I checked your vmf and it's because you turned the brush into a func_detail. Water has to be a brush, so press Ctrl-Shift-W to turn it back into a world brush.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
The compile log was provided, there are no leaks.
I used not to have reported leaks in the logs when there Were in the map. It's been 3 years since that so I can't really tell much now, but it's the thing I remember the most from these compiles.