[fixed]Water Invisible, no leaks.

The Pansmith™

L1: Registered
Jun 26, 2018
44
1
So i have a "vertical water", I.E. what one would see in a surf map.


** 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\(redacted lol)\Downloads\surf_lux_casual.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\(redacted lol)\Downloads\surf_lux_casual.vmf
Patching WVT material: maps/surf_lux_casual/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/surf_lux_casual/brick/blendcobbletocobblesnow001_wvt_patch
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 (1)
Find Visible Detail Sides...
Merged 4024 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\(redacted lol)\Downloads\surf_lux_casual.prt...Building visibility clusters...
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 (2) (594505 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1911 texinfos to 1010
Reduced 70 texdatas to 62 (3482 bytes to 3259)
Writing C:\Users\(redacted lol)\Downloads\surf_lux_casual.bsp
Wrote ZIP buffer, estimated size 3733726, actual size 3717298
6 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\(redacted lol)\Downloads\surf_lux_casual"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
reading c:\users\(redacted lol)\downloads\surf_lux_casual.prt
541 portalclusters
1074 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 (0)
Optimized: 131 visible clusters (0.32%)
Total clusters visible: 40938
Average clusters visible: 75
Building PAS...
Average clusters audible: 169
visdatasize:46893 compressed from 77904
writing c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
0 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\(redacted lol)\Downloads\surf_lux_casual"

Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
Setting up ray-trace acceleration structure... Done (1.69 seconds)
7254 faces
75 degenerate faces
13357682 square feet [1923506176.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
7179 patches before subdivision
146589 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 22912319, max 904
transfer lists: 174.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1196 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 86/1024 4128/49152 ( 8.4%)
brushes 2262/8192 27144/98304 (27.6%)
brushsides 40475/65536 323800/524288 (61.8%)
planes 49610/65536 992200/1310720 (75.7%)
vertexes 16148/65536 193776/786432 (24.6%)
nodes 2162/65536 69184/2097152 ( 3.3%)
texinfos 1010/12288 72720/884736 ( 8.2%)
texdata 62/2048 1984/65536 ( 3.0%)
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 7254/65536 406224/3670016 (11.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3766/65536 210896/3670016 ( 5.7%)
leaves 2249/65536 71968/2097152 ( 3.4%)
leaffaces 8972/65536 17944/131072 (13.7%)
leafbrushes 3692/65536 7384/131072 ( 5.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 54607/512000 218428/2048000 (10.7%)
edges 32992/256000 131968/1024000 (12.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2555/32768 25550/327680 ( 7.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 44664/65536 89328/131072 (68.2%)
cubemapsamples 34/1024 544/16384 ( 3.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5029452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 46893/16777216 ( 0.3%)
entdata [variable] 30267/393216 ( 7.7%)
LDR ambient table 2249/65536 8996/262144 ( 3.4%)
HDR ambient table 2249/65536 8996/262144 ( 3.4%)
LDR leaf ambient 1061/65536 29708/1835008 ( 1.6%)
HDR leaf ambient 2249/65536 62972/1835008 ( 3.4%)
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] 3717298/0 ( 0.0%)
physics [variable] 594505/4194304 (14.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24983
Writing c:\users\(redacted lol)\downloads\surf_lux_casual.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\(redacted lol)\Downloads\surf_lux_casual.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_lux_casual.bsp"
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Is your water brush a world brush or brush entity?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Yes, water can only be a world brush, unless it is func_water_analog (which you shouldn't need unless you're making moving water).
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Just click the button that says 'To World'. There's also a hotkey for it that I can't remember