Can't see water

Discussion in 'Mapping Questions & Discussion' started by zenarium, Sep 7, 2013.

  1. zenarium

    zenarium L2: Junior Member

    Messages:
    82
    Positive Ratings:
    2
    Hello,

    I thought that my map was finished but i found a problem... The water is invisible!

    When I am inside it, I can see it but when I am outside, it is invisible...

    I don't have any leaks and I ccompiled with everything on max and HDR.

    I could see the water before the HDR compile ( when I compiled without HDR)

    Check out the screenshot.

    [​IMG]

    Uploaded with ImageShack.us


    Anyone help me please. When I solve this problem the map is done.
     
    Last edited: Sep 7, 2013
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

    Messages:
    1,477
    Positive Ratings:
    1,367
    Are you sure there are no leaks? Stuff like this is almost always caused by leaks.
     
  3. Beetle

    Beetle L9: Fashionable Member

    Messages:
    627
    Positive Ratings:
    141
    throw your compile log into interlopers.net/errors
     
  4. zenarium

    zenarium L2: Junior Member

    Messages:
    82
    Positive Ratings:
    2
    I didn't find any leaks. I clicked Map-->Lod pointfile-->open and the file can't be found.


    Here is the compile log:


    ** 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:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena"

    Valve Software - vbsp.exe (Aug 30 2013)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/space_arena/egypt/sand_floor_blend_03_wvt_patch
    Patching WVT material: maps/space_arena/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)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7890.5 -2053.8 112.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 57929:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7891.0 -2053.8 187.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 57929:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7890.0 -2053.1 187.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 57929:

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.prt...Building visibility clusters...
    done (1)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2.5 401.8 80.1)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82017:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4.2 400.1 80.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82017:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-0.3 -399.2 -81.4)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82014:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10.5 -396.0 -82.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82014:

    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_skylab_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_skylab_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) (267024 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1277 texinfos to 829
    Reduced 52 texdatas to 44 (1555 bytes to 1284)
    Writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.bsp
    4 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:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena"

    * Could not execute the command:
    "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena"
    * Windows gave the error message:
    "Acesso negado."

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena"

    Valve Software - vrad.exe SSE (Aug 30 2013)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.51 seconds)
    7317 faces
    4 degenerate faces
    5247456 square feet [755633664.00 square inches]
    6 Displacements
    124549 Square Feet [17935188.00 Square Inches]
    sun extent from map=0.087156
    147 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (310)
    Build Patch/Sample Hash Table(s).....Done<0.1114 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 (9)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 30/1024 1440/49152 ( 2.9%)
    brushes 679/8192 8148/98304 ( 8.3%)
    brushsides 6247/65536 49976/524288 ( 9.5%)
    planes 7836/65536 156720/1310720 (12.0%)
    vertexes 10283/65536 123396/786432 (15.7%)
    nodes 3460/65536 110720/2097152 ( 5.3%)
    texinfos 829/12288 59688/884736 ( 6.7%)
    texdata 44/2048 1408/65536 ( 2.1%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 486/0 9720/0 ( 0.0%)
    disp_tris 768/0 1536/0 ( 0.0%)
    disp_lmsamples 200784/0 200784/0 ( 0.0%)
    faces 7317/65536 409752/3670016 (11.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2455/65536 137480/3670016 ( 3.7%)
    leaves 3491/65536 111712/2097152 ( 5.3%)
    leaffaces 8492/65536 16984/131072 (13.0%)
    leafbrushes 1988/65536 3976/131072 ( 3.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 45059/512000 180236/2048000 ( 8.8%)
    edges 24648/256000 98592/1024000 ( 9.6%)
    LDR worldlights 147/8192 12936/720896 ( 1.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 731/32768 7310/327680 ( 2.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 11046/65536 22092/131072 (16.9%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 11904588/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 115439/393216 (29.4%)
    LDR ambient table 3491/65536 13964/262144 ( 5.3%)
    HDR ambient table 3491/65536 13964/262144 ( 5.3%)
    LDR leaf ambient 16946/65536 474488/1835008 (25.9%)
    HDR leaf ambient 3491/65536 97748/1835008 ( 5.3%)
    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] 1/13264 ( 0.0%)
    pakfile [variable] 166333/0 ( 0.0%)
    physics [variable] 267024/4194304 ( 6.4%)
    physics terrain [variable] 796/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 20278
    Writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.bsp
    5 minutes, 22 seconds elapsed
    Valve Software - vrad.exe SSE (Aug 30 2013)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.52 seconds)
    7317 faces
    4 degenerate faces
    5247456 square feet [755633664.00 square inches]
    6 Displacements
    124549 Square Feet [17935188.00 Square Inches]
    sun extent from map=0.087156
    147 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (359)
    Build Patch/Sample Hash Table(s).....Done<0.1145 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (9)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 30/1024 1440/49152 ( 2.9%)
    brushes 679/8192 8148/98304 ( 8.3%)
    brushsides 6247/65536 49976/524288 ( 9.5%)
    planes 7836/65536 156720/1310720 (12.0%)
    vertexes 10283/65536 123396/786432 (15.7%)
    nodes 3460/65536 110720/2097152 ( 5.3%)
    texinfos 829/12288 59688/884736 ( 6.7%)
    texdata 44/2048 1408/65536 ( 2.1%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 486/0 9720/0 ( 0.0%)
    disp_tris 768/0 1536/0 ( 0.0%)
    disp_lmsamples 200784/0 200784/0 ( 0.0%)
    faces 7317/65536 409752/3670016 (11.2%)
    hdr faces 7317/65536 409752/3670016 (11.2%)
    origfaces 2455/65536 137480/3670016 ( 3.7%)
    leaves 3491/65536 111712/2097152 ( 5.3%)
    leaffaces 8492/65536 16984/131072 (13.0%)
    leafbrushes 1988/65536 3976/131072 ( 3.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 45059/512000 180236/2048000 ( 8.8%)
    edges 24648/256000 98592/1024000 ( 9.6%)
    LDR worldlights 147/8192 12936/720896 ( 1.8%)
    HDR worldlights 147/8192 12936/720896 ( 1.8%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 731/32768 7310/327680 ( 2.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 11046/65536 22092/131072 (16.9%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 11904588/0 ( 0.0%)
    HDR lightdata [variable] 11904588/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 115439/393216 (29.4%)
    LDR ambient table 3491/65536 13964/262144 ( 5.3%)
    HDR ambient table 3491/65536 13964/262144 ( 5.3%)
    LDR leaf ambient 16946/65536 474488/1835008 (25.9%)
    HDR leaf ambient 17053/65536 477484/1835008 (26.0%)
    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] 1/13264 ( 0.0%)
    pakfile [variable] 166333/0 ( 0.0%)
    physics [variable] 267024/4194304 ( 6.4%)
    physics terrain [variable] 796/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 20278
    Writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.bsp
    6 minutes, 10 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\space_arena.bsp"


    ** 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:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena"

    Valve Software - vbsp.exe (Aug 30 2013)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/space_arena/egypt/sand_floor_blend_03_wvt_patch
    Patching WVT material: maps/space_arena/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)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7890.5 -2053.8 112.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 57929:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7891.0 -2053.8 187.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 57929:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7890.0 -2053.1 187.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 57929:

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.prt...Building visibility clusters...
    done (0)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2.5 401.8 80.1)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82017:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4.2 400.1 80.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82017:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-0.3 -399.2 -81.4)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82014:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-10.5 -396.0 -82.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 82014:

    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_skylab_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_skylab_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) (267024 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1277 texinfos to 829
    Reduced 52 texdatas to 44 (1555 bytes to 1284)
    Writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena.bsp
    3 seconds elapsed



    What I don't understand is why it works fine without HDR enabled.
     
  5. fubarFX

    aa fubarFX The "raw" in "nodraw"

    Messages:
    1,619
    Positive Ratings:
    1,709
    yup that's a leak, seems you're sol
     
    Last edited: Sep 7, 2013
  6. Crash

    aa Crash func_nerd

    Messages:
    3,162
    Positive Ratings:
    4,802
    Your problem is a leak, but a leak of an Areaportal. For some reason Hammer hasn't always wanted to point out Areaportal leaks lately, so you'll have to find in manually.

    Check the following brushes:

    View> Go To Brush Number... in Hammer, if you don't know.

    Check the edges of your Areaportals for any gaps, and double check for anything that could be leaking the two areas into each other. You can also check out around the coordinates listed in the error log.