Alright, What'd I Do Wrong Now?

Discussion in 'Mapping Questions & Discussion' started by Stormcaller3801, Oct 29, 2009.

  1. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Here's my room with its displacement in place and a nice X-shaped water texture in the middle.

    As seen from above the water.
    [​IMG]

    As seen from below the water.
    [​IMG]

    What'd I manage to screw up this time?
     
  2. YM

    aa YM LVL100 YM

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    Almost certainly due to a leak or you haven't compiled vis.
     
  3. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Have vis running at normal every compile, so I guess I'll go check for leaks somewhere.
     
  4. Micnax

    aa Micnax I maek map

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    Does the displacement have a nodraw brush underneath it? Displacements don't seal maps.
     
  5. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    It does not. However, about 128 HU below the displacement there's a dev-textured brush that seals the room.
     
  6. Micnax

    aa Micnax I maek map

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    Hmm... That's strange, very strange.
     
  7. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    The Water isn't displaced, right?
     
  8. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Older builds have shown no leaks, and I haven't altered any brushes other than related to this room. I've searched all seams and I'm still not finding any leaks. I went so far as to seal this room on all sides with massive 128-thick brushes that overlap save for where it shares a wall with one hallway; the hallway itself has been sealed the entire time. Hitting Alt+P reveals no problems on the map except for a lack of a player start point, which has been there the entire time.

    Compiling keeps coming up with a leak, and continuously points to a prop_static that happens to be hovering inside of a sealed hallway.
     
  9. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Nope. The area is constructed thusly:

    There is a 1028x2048x2048 room with 16 thick walls. 128 above the surface of the floor are a grid of 512x512 displacements, each one made by creating a 512x512x16 Nodraw-textured brush and then changing the topmost surface to a blend texture. Beneath these are several additional brushes which outline a + shaped area, consisting of a 128x768x2048 brush and two 128x768x640 brushes. These three brushes are all textured Nodraw except for the topmost surface which is using the sawmill water texture. The only exits out of the room are two doors which exit into L-shaped rooms made up of three 256x256x256 cubes sealed on all sides by 16 thick walls.

    In the center of the room 64 HU above the floor is a single cubemap. Approximately 128 below the ceiling in the same location is a single light entity.

    [​IMG]
     
  10. Obliterous

    Obliterous L1: Registered

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    Load the pointfile in hammer. follow the red line. :)
     
  11. luxatile

    aa luxatile deer

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    Rather than having multiple water brushes in an X, simply make one big brush that covers all the area you need. If I understand you correctly, you have "walls" sealing the water, but I still think it's worth a shot to get a cleaner map (good habit) and to eliminate problems related to the structure of your water brushes.
     
  12. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Completely moved that section of the map out into the void away from everything else and made a hollowed brush around it while making sure the original shared wall stayed where it was (and replaced it). Still getting leaks, which are apparently elsewhere in the map now.

    Attempted to load the .lin file; that's blank. As in, it loads up in Hammer and I have a point of origin and nothing else.
     
  13. luxatile

    aa luxatile deer

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    Then there might be an origin of an entity outside the map. I happen to be compiling right now, so I can't tell you how to center them because I don't remember, but basically select all of it and find "Center Origins" in the upper menu. :p
     
  14. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    I tried that, didn't work. I ended up tearing the map apart, deleting the water and displacements, and repeatedly doing BSP compiles after enclosing sections inside hollowed brushes. Anything that came back with a leak I redid, resizing each brush to ensure it was all solid. Once it cleared I went on to the next section. Once various leaks had been eliminated, I went back in and redid the displacements and water. I also proceeded to add cubemaps to the entirety of the map.

    Upon loading, I discovered I have purple water. So I checked everything and typed buildcubemaps into the dev console. This is what I got back

    Code:
    *** Error: Skybox vtf files for sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_morningsnow_01 to build the default cubemap!
    
    The scope on the Sniper's rilfe looks fine. I have cubemaps everywhere (possibly more than I really need), and the only place I'm seeing purple is in tiny flecks on the displacement (snow texture) and the water.

    What did I screw up now?
     
  15. The Political Gamer

    aa The Political Gamer

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    You need to build your cubemaps. Use this: [ame="http://forums.tf2maps.net/showthread.php?t=9767"]Mapper's toolbar - TF2Maps.net[/ame]
     
  16. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Alright. I went back in, and I typed this:

    Code:
    mat_specular 0
    buildcubemaps
    mat_specular 1
    disconnect
    sv_cheats 1
    mat_reloadallmaterials
    sv_cheats 0
    I got back this:

    Code:
    *** Error: Skybox vtf files for sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_morningsnow_01 to build the default cubemap!
    
    So.. now what?