Water Problem

Inacio

L1: Registered
Jun 28, 2009
27
1
Hi, guys.
I'm new to the mapping scene, and made some tries on mapping.
The first one, ctf_pond, was a simple test. It worked, tho.
In the following maps (tried to enhance the map) the water reflections didn't work at all. Random bugs also occur.

I ran out of ideas, actually remade the map with the same basic idea (Pond2A).

I can only say something: please, PLEASE see what's wrong with my maps.

I'll upload 'em, and you guys will be able to see with your own eyes.

Thanks a lot!

EDIT:

Here they are: http://www.4shared.com/dir/16880642/7dc03403/sharing.html

Thanks, again!
 
Last edited:

TracerDX

L3: Member
Jun 9, 2009
127
26
Post the compile log.

^ What he said. For future reference, the compile log is as useful as the map itself in determining most problems.


But since I'm such a nice guy, :lol: , I took the liberty of downloading your map and compiling. I'll also be selling it to the Russians.

Code:
** Executing...
** Command: "e:program filessteamsteamappstracerdxsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "e:program filessteamsteamappstracerdxteam fortress 2tf" "e:usersbryandocumentsweb downloadsctf_pond2a"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: e:program filessteamsteamappstracerdxteam fortress 2tfmaterials
Loading e:usersbryandocumentsweb downloadsctf_pond2a.vmf
Patching WVT material: maps/ctf_pond2a/nature/blenddirtgrass001b_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_teamspawn (-171.51 35.67 97.70) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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 (0) (13969 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 65 texinfos to 39
Reduced 17 texdatas to 14 (485 bytes to 386)
Writing e:usersbryandocumentsweb downloadsctf_pond2a.bsp
1 second elapsed


The problem? "**** leaked ****" : You have a leak.