[fixed]Water Invisible, no leaks.

Discussion in 'Mapping Questions & Discussion' started by The Pansmith™, Sep 16, 2018.

  1. The Pansmith™

    The Pansmith™ L1: Registered

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    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"
     
  2. DrSquishy

    aa DrSquishy ???

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    Is your water brush a world brush or brush entity?
     
  3. The Pansmith™

    The Pansmith™ L1: Registered

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    func_detal,

    Can water only be world brushes?
     
    Last edited: Sep 16, 2018
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    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).
     
  5. The Pansmith™

    The Pansmith™ L1: Registered

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    How would one "de-func" a brush, if that is possible?I would rather no have to redraw everything
     
  6. DrSquishy

    aa DrSquishy ???

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    Just click the button that says 'To World'. There's also a hotkey for it that I can't remember
     
  7. The Pansmith™

    The Pansmith™ L1: Registered

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    ah thank you!
     
    Last edited: Sep 16, 2018