invisible water glitch?

Discussion in 'Mapping Questions & Discussion' started by u7y8u7y8, Nov 20, 2013.

  1. u7y8u7y8

    u7y8u7y8 L1: Registered

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    I have seen that others get this problem, but nothing fixes mine. I will post my compiling notes below
     
  2. u7y8u7y8

    u7y8u7y8 L1: Registered

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    ** Executing...
    ** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Hammer maps\snoop_dog_e.vmf"

    Valve Software - vbsp.exe (Nov 7 2013)
    8 threads
    materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading D:\Hammer maps\snoop_dog_e.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity light (1472.00 -880.00 1088.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9976.0 2048.0 192.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9464.0 2048.0 2658.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9316.0 2048.0 1684.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9694.0 2048.0 1684.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9546.0 2048.0 1684.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9464.0 2048.0 -798.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9464.0 2048.0 868.0)
    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:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 1536.0 192.0)
    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:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    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 (0) (49235 bytes)
    Static prop models/props_lights/hangingbulb.mdl outside the map (4544.00, -5136.00, 144.00)
    Error! To use model "models/buildables/teleporter_light.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/buildables/teleporter_light.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 246 texinfos to 154
    Reduced 44 texdatas to 31 (1408 bytes to 1081)
    Writing D:\Hammer maps\snoop_dog_e.bsp
    1 second elapsed

    ** Executing...
    ** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Hammer maps\snoop_dog_e"

    Valve Software - vvis.exe (Nov 7 2013)
    8 threads
    reading d:\hammer maps\snoop_dog_e.bsp
    reading d:\hammer maps\snoop_dog_e.prt
    LoadPortals: couldn't read d:\hammer maps\snoop_dog_e.prt


    ** Executing...
    ** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Hammer maps\snoop_dog_e"

    Valve Software - vrad.exe SSE (Nov 7 2013)

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

    Loading d:\hammer maps\snoop_dog_e.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.06 seconds)
    2764 faces
    2761824 square feet [397702656.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    218 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
    Build Patch/Sample Hash Table(s).....Done<0.0496 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (6)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 16/1024 768/49152 ( 1.6%)
    brushes 151/8192 1812/98304 ( 1.8%)
    brushsides 906/65536 7248/524288 ( 1.4%)
    planes 890/65536 17800/1310720 ( 1.4%)
    vertexes 3429/65536 41148/786432 ( 5.2%)
    nodes 1447/65536 46304/2097152 ( 2.2%)
    texinfos 154/12288 11088/884736 ( 1.3%)
    texdata 31/2048 992/65536 ( 1.5%)
    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 2764/65536 154784/3670016 ( 4.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 501/65536 28056/3670016 ( 0.8%)
    leaves 1464/65536 46848/2097152 ( 2.2%)
    leaffaces 3029/65536 6058/131072 ( 4.6%)
    leafbrushes 702/65536 1404/131072 ( 1.1%)
    areas 6/256 48/2048 ( 2.3%)
    surfedges 14240/512000 56960/2048000 ( 2.8%)
    edges 7611/256000 30444/1024000 ( 3.0%)
    LDR worldlights 218/8192 19184/720896 ( 2.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 129/32768 1290/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1791/65536 3582/131072 ( 2.7%)
    cubemapsamples 3/1024 48/16384 ( 0.3%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 3545300/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 64268/393216 (16.3%)
    LDR ambient table 1464/65536 5856/262144 ( 2.2%)
    HDR ambient table 1464/65536 5856/262144 ( 2.2%)
    LDR leaf ambient 3024/65536 84672/1835008 ( 4.6%)
    HDR leaf ambient 1464/65536 40992/1835008 ( 2.2%)
    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] 1/550 ( 0.2%)
    pakfile [variable] 426983/0 ( 0.0%)
    physics [variable] 49235/4194304 ( 1.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 6708
    Writing d:\hammer maps\snoop_dog_e.bsp
    18 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Hammer maps\snoop_dog_e.bsp" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\snoop_dog_e.bsp"
     
  3. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    1,583
  4. henke37

    aa henke37

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    465
    And water doesn't work at all if you have leaks.
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    2,692
    Water works, the top face is just invisible. You can dive into it and stuff and it works fine.
     
  6. Kill_the_Bug

    aa Kill_the_Bug

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    322
    Ah - he has leaks - explains where the water went :p
     
  7. Bombcartography

    Bombcartography L1: Registered

    Messages:
    25
    Positive Ratings:
    7
    Make sure you didn't turn off your info_player_teamspawns in your visgroups before you compiled. I get those kind of errors when I forget to include them.

    I always have a single info_player_teamspawn set to a visgroup called Dev that I toggle for various purposes. Sometimes when I'm just running BSP and basic geometry looking for leaks, it'll spit out a bunch of "FindPortalSide: Couldn't find a good match for which brush to assign to a portal near" errors if I forgot to toggle it.

    The odd thing is sometimes it doesn't. I accidentally ran a map one time without my team spawns, didn't get any leak errors, and when I entered the map, I spawned at the origin.