Invisable water

TheOldScalemate

L1: Registered
Apr 2, 2014
15
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"
 

TheOldScalemate

L1: Registered
Apr 2, 2014
15
1
**** leaked ****

You have a leak.

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)
 

TheOldScalemate

L1: Registered
Apr 2, 2014
15
1
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.

Fixed it! Thank you everyone!