Invisable water

Discussion in 'Mapping Questions & Discussion' started by TheOldScalemate, May 28, 2014.

  1. TheOldScalemate

    TheOldScalemate L1: Registered

    Messages:
    15
    Positive Ratings:
    1
    Hello, im back to request more help from you lovely people!

    The top texture of the water i was making is not appearing in game. The inside works fine however the top just does not want to show!

    I checked the map for leaks, and fixed any skybox clipping or any of that jazz, yes i have the wat_lod and cubemap set up correctly. But still invis water!

    Hres this:


    ** 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" "M:\maps\trade\trade_maxr_a3\concept.vmf"

    Valve Software - vbsp.exe (Mar 21 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading M:\maps\trade\trade_maxr_a3\concept.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/concept/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)
    **** leaked ****
    Entity trigger_teleport (-1240.00 -1056.00 128.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    What is this???
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    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) (6108 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 49 texinfos to 32
    Reduced 16 texdatas to 13 (458 bytes to 335)
    Writing M:\maps\trade\trade_maxr_a3\concept.bsp
    1 second 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" "M:\maps\trade\trade_maxr_a3\concept"

    Valve Software - vvis.exe (Mar 21 2014)
    4 threads
    reading m:\maps\trade\trade_maxr_a3\concept.bsp
    reading m:\maps\trade\trade_maxr_a3\concept.prt
    LoadPortals: couldn't read m:\maps\trade\trade_maxr_a3\concept.prt


    ** 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" "M:\maps\trade\trade_maxr_a3\concept"

    Valve Software - vrad.exe SSE (Mar 21 2014)

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

    Loading m:\maps\trade\trade_maxr_a3\concept.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.03 seconds)
    8762 faces
    11065929 square feet [1593493760.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Build Patch/Sample Hash Table(s).....Done<0.3336 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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 3/1024 144/49152 ( 0.3%)
    brushes 14/8192 168/98304 ( 0.2%)
    brushsides 84/65536 672/524288 ( 0.1%)
    planes 178/65536 3560/1310720 ( 0.3%)
    vertexes 9176/65536 110112/786432 (14.0%)
    nodes 2105/65536 67360/2097152 ( 3.2%)
    texinfos 32/12288 2304/884736 ( 0.3%)
    texdata 13/2048 416/65536 ( 0.6%)
    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 8762/65536 490672/3670016 (13.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 68/65536 3808/3670016 ( 0.1%)
    leaves 2109/65536 67488/2097152 ( 3.2%)
    leaffaces 8868/65536 17736/131072 (13.5%)
    leafbrushes 774/65536 1548/131072 ( 1.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 36126/512000 144504/2048000 ( 7.1%)
    edges 18103/256000 72412/1024000 ( 7.1%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 80/32768 800/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 966/65536 1932/131072 ( 1.5%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 49143784/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 2965/393216 ( 0.8%)
    LDR ambient table 2109/65536 8436/262144 ( 3.2%)
    HDR ambient table 2109/65536 8436/262144 ( 3.2%)
    LDR leaf ambient 1339/65536 37492/1835008 ( 2.0%)
    HDR leaf ambient 2109/65536 59052/1835008 ( 3.2%)
    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] 1220/0 ( 0.0%)
    physics [variable] 6108/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 18330
    Writing m:\maps\trade\trade_maxr_a3\concept.bsp
    18 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "M:\maps\trade\trade_maxr_a3\concept.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\concept.bsp"
     
  2. wareya

    wareya L7: Fancy Member

    Messages:
    493
    Positive Ratings:
    173
    **** leaked ****

    You have a leak.
     
    • Thanks Thanks x 1
  3. TheOldScalemate

    TheOldScalemate L1: Registered

    Messages:
    15
    Positive Ratings:
    1
    :O Damn
     
  4. TheOldScalemate

    TheOldScalemate L1: Registered

    Messages:
    15
    Positive Ratings:
    1
    I found the leak but it still said that i have one. Is there a way to find them with out looking all over this huge ass map?

    **** leaked ****
    Entity water_lod_control (-2024.89 1448.00 72.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,906
    You can go to map > load point file. That will draw a nice red line from an entity through the leak. Quickly compile your map again, then reload the point file. Repeat this until you get a window to load a pointfile file from your computer.
     
    • Thanks Thanks x 1
  6. TheOldScalemate

    TheOldScalemate L1: Registered

    Messages:
    15
    Positive Ratings:
    1
    Fixed it! Thank you everyone!