[SOLVED] Water problem with no compile errors

Discussion in 'Mapping Questions & Discussion' started by 【EmNudge】, Jan 21, 2017.

  1. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    Y'know that water problem that you get when you have a leak? It opening into the skybox, and in some cases, the void, when looking at it from above? Yeah, that one.

    For the last couple compiles I've been having that bug. I've eliminated almost every compile error (except for 2 which it has always had and always will), but the water still acts as if there is a leak in the map. Loading the pointfile asks me to find it - that thing you get when there is no leaks in your map.

    As for the other kind of water problem, where a newbie might texture more than the top of his water, I don't have that. All the water in my map acts similarly. I didn't touch any water from the version where it worked, to the version where it's like this. I tried finding the problem between versions, but I got nothing.

    If you're curious about the 2 other errors (the ones I've had from the beginning), one is about a findportalside bug (which affects nothing and isn't very fixable) and one about not being able to load the custom skybox to build default cubemaps (which again, doesn't affect anything).


    Finally, my input of a possible problem:
    I used compilepal, which seems just so amazing. It did result in a horrible version of the map, creating new folders and some random glitches. I'm sure it was all my fault somehow, but I just stopped using it and switched over to the default compiler. I'll probably make a thread about it soon.

    screenshot:
    trade_plaza_sg_a6_t40003.jpg
     
  2. Erk

    Server Staff Erk erk

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    Is your water the same height as the container it's in?
     
  3. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    it's a tad lower, but as I've said, this is by every water in the map. Not just the main one.

    I didn't change anything about the water(s) from one version to the next, but I still got that. trade_plaza_sg_a6_t40006.jpg
    I didn't touch this water either. This one flat out leaks into the void, as oppose to the skybox. Not exactly sure why, could be because there is only a thin brush bellow.

    Anyway, all the water is like this and I have touched none of them.
    I couldn't find any decent tutorial for compilepal, and when it ran into some stupid errors, that may have caused what I'm seeing.
     
  4. Crowbar

    aa Crowbar perfektoberfest

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    Do you have expensive water on different heights?
     
  5. Vel0city

    aa Vel0city func_fish

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    What water material are you using?
     
  6. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    Expensive water? yes. Different heights? no.
    This water worked for most of the map's versions, so I don't see why it'd change now.
    water/water_2fort - as long as it works for 2fort, I don't see why it would change for my map.


    Here is what it looked like when working in an earlier version of the map:
    trade_plaza_sg_a6_t30001.jpg
     
  7. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Is it a brush entity or a world brush? If it is a brush entity I'm pretty sure it should be a func_water_analog
     
  8. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    they're all world brushes. The error wouldn't be in a mapping mistake. It worked fine from version to version.
     
  9. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Findportalside error IS a leak. Sometimes it just doesn't generate a pointfile because of a weird problem. I've seen it happen when glass is directly against a skybox texture, so check for that.
     
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  10. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    that's actually exactly what I have. no one's been able to tell me why it happened, so thanks!

    but I don't see why it would be the reason since this error has existed for many versions and hasn't affected anything.

    I'll do a quicker compile and see if that fixes anything.
     
  11. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    EDIT: what do you know, didn't fix it. The error is still there (as usual) and the water is still broken.
    trade_plaza_sg_a6_t40007.jpg
     
  12. ics

    aa ics http://ics-base.net

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    Post while compile log with a pastabin link here. There isn't much reasons why water doesn't work. Either texture is wrong, there are several planes on different heights or due to a leak.
     
  13. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    no reason to use pastebin, I can just put it here in a spoiler:
    ** 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_dev" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.vmf"

    Valve Software - vbsp.exe (Dec 15 2016)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/trade_plaza_sg_a6_t4/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/trade_plaza_sg_a6_t4/jungle/blendgroundtograss_jungle_wvt_patch
    Patching WVT material: maps/trade_plaza_sg_a6_t4/dev/dev_blendmeasure2_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -2560.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -3642.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -3130.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -4136.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -4288.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 -256.0 -360.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
    Candidate brush IDs: Brush 647662:

    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 (3591.0 -2560.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -3642.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 642 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_forest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_forest_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_forest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_forest_01 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 (2) (1553858 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7353 texinfos to 4011
    Reduced 138 texdatas to 110 (4201 bytes to 3121)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    Wrote ZIP buffer, estimated size 12632, actual size 9470
    18 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_dev" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4"

    Valve Software - vvis.exe (Dec 15 2016)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.prt
    2170 portalclusters
    6803 numportals
    LoadPortals: reading portal 4995

    ** 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_dev" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4"

    Valve Software - vrad.exe SSE (Dec 15 2016)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.75 seconds)
    18508 faces
    23 degenerate faces
    8710923 square feet [1254372864.00 square inches]
    38 Displacements
    215744 Square Feet [31067228.00 Square Inches]
    sun extent from map=0.052336
    250 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (100)
    Build Patch/Sample Hash Table(s).....Done<0.1415 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 280/1024 13440/49152 (27.3%)
    brushes 4142/8192 49704/98304 (50.6%)
    brushsides 30468/65536 243744/524288 (46.5%)
    planes 14426/65536 288520/1310720 (22.0%)
    vertexes 29682/65536 356184/786432 (45.3%)
    nodes 7114/65536 227648/2097152 (10.9%)
    texinfos 4011/12288 288792/884736 (32.6%)
    texdata 110/2048 3520/65536 ( 5.4%)
    dispinfos 38/0 6688/0 ( 0.0%)
    disp_verts 3078/0 61560/0 ( 0.0%)
    disp_tris 4864/0 9728/0 ( 0.0%)
    disp_lmsamples 516160/0 516160/0 ( 0.0%)
    faces 18508/65536 1036448/3670016 (28.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 12148/65536 680288/3670016 (18.5%)
    leaves 7395/65536 236640/2097152 (11.3%)
    leaffaces 23864/65536 47728/131072 (36.4%)
    leafbrushes 8428/65536 16856/131072 (12.9%)
    areas 15/256 120/2048 ( 5.9%)
    surfedges 138938/512000 555752/2048000 (27.1%)
    edges 86455/256000 345820/1024000 (33.8%)
    LDR worldlights 250/8192 22000/720896 ( 3.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 9/32768 108/393216 ( 0.0%)
    waterstrips 1461/32768 14610/327680 ( 4.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 36783/65536 73566/131072 (56.1%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 35/512 12320/180224 ( 6.8%)
    LDR lightdata [variable] 11035724/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 292626/393216 (74.4%)
    LDR ambient table 7395/65536 29580/262144 (11.3%)
    HDR ambient table 7395/65536 29580/262144 (11.3%)
    LDR leaf ambient 42306/65536 1184568/1835008 (64.6%)
    HDR leaf ambient 7395/65536 207060/1835008 (11.3%)
    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] 1/2261736 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/20658 ( 0.0%)
    pakfile [variable] 9470/0 ( 0.0%)
    physics [variable] 1553858/4194304 (37.0%)
    physics terrain [variable] 11172/1048576 ( 1.1%)

    Level flags = 0

    Total triangle count: 53522
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    2 minutes, 39 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_plaza_sg_a6_t4.bsp"

    ODD THING I FOUND:
    the .log file no longer updates with each compile. Had to do another compile (in quick everything) to get a new log.
     
  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    You have an area portal leak. One or more area portals are not sealing their area.
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  15. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    I have no areaportals, only visclusters. Deleted them and the error still remains. Both of them
     
  16. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I take this back.

    You have super complex world-brushes, micro brushes, and probably an invalid brush or two. Basically, VVIS is looking at your geometry, tries to calculate vis, it comes up more tangled than an hairball, and the game has no idea what the hell it's supposed to be rendering, when.

    How much of your map is func_detailed, and not? How long is your NOT fast-vis time taking to compile?

    (and double check to make sure you don't have any area portal windows, by accident)
     
  17. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

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    Positive Ratings:
    37
    I've got a lot of stuff func_detailed, but I don't know enough about optimization to mess around with it without breaking the map. I'm saving that stuff for a later version.

    The full render (with HDR) takes around 15 minutes, give or take. I never timed it exactly, but it's not insanely long. Again, that could be sped up with optimization, but I don't want to touch it too much. Any structure with a lot of small parts and steps is func_detailed. that's about all the optimization I have.

    The place where it points me to, is a tad complicated, but it shouldn't be too crazy.
    [​IMG]
    that's where hammer brings me. It has a displacement on top of a nodraw brush (which seals the map on bottom). to the right is a skybox brush. The viewport is currently inside a brush with a glass texture (I made sure it doesn't touch the skybox). to the left is 2 brush-entities. One sets a player in the cart and one is a hurt_trigger.

    I don't really see a good way of solving this. Allow me to reiterate once more, though:

    I have had this annoying error for the past few months. I haven't found a way to solve it and it seemingly has affect nothing. Everything worked properly while this specific error remained. I do not believe this is the problem.
     
  18. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Okay, so I ask about vvis because your compile log says that you're using FastVis, which may cause these issues. If you do normal vvis, it'll highlight if there is a problem. And yes, this can affect water.

    Could you do a normal compile, and send the full log, see if that helps. Additionally, your water brushes, are they all at the same level in game? (That is, the water level is the same throughout the game.
     
  19. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
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    ** 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_dev" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.vmf"

    Valve Software - vbsp.exe (Dec 15 2016)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/trade_plaza_sg_a6_t4/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/trade_plaza_sg_a6_t4/jungle/blendgroundtograss_jungle_wvt_patch
    Patching WVT material: maps/trade_plaza_sg_a6_t4/dev/dev_blendmeasure2_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -2560.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -3642.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -3130.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -4136.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -4288.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 -256.0 -360.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
    Candidate brush IDs: Brush 647662:

    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 (3591.0 -2560.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3591.0 -3642.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 352049:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (1)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 642 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_forest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_forest_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_forest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_forest_01 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 (2) (1553858 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7353 texinfos to 4011
    Reduced 138 texdatas to 110 (4201 bytes to 3121)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    Wrote ZIP buffer, estimated size 12632, actual size 9470
    18 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_dev" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4"

    Valve Software - vvis.exe (Dec 15 2016)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.prt
    2615 portalclusters
    8271 numportals
    LoadPortals: reading portal 5323

    ** 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_dev" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4"

    Valve Software - vrad.exe SSE (Dec 15 2016)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.68 seconds)
    18508 faces
    23 degenerate faces
    8710923 square feet [1254372864.00 square inches]
    38 Displacements
    215744 Square Feet [31067228.00 Square Inches]
    sun extent from map=0.052336
    250 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (344)
    Build Patch/Sample Hash Table(s).....Done<0.1054 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (20)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 280/1024 13440/49152 (27.3%)
    brushes 4140/8192 49680/98304 (50.5%)
    brushsides 30456/65536 243648/524288 (46.5%)
    planes 14426/65536 288520/1310720 (22.0%)
    vertexes 29682/65536 356184/786432 (45.3%)
    nodes 7114/65536 227648/2097152 (10.9%)
    texinfos 4011/12288 288792/884736 (32.6%)
    texdata 110/2048 3520/65536 ( 5.4%)
    dispinfos 38/0 6688/0 ( 0.0%)
    disp_verts 3078/0 61560/0 ( 0.0%)
    disp_tris 4864/0 9728/0 ( 0.0%)
    disp_lmsamples 516160/0 516160/0 ( 0.0%)
    faces 18508/65536 1036448/3670016 (28.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 12148/65536 680288/3670016 (18.5%)
    leaves 7395/65536 236640/2097152 (11.3%)
    leaffaces 23864/65536 47728/131072 (36.4%)
    leafbrushes 8428/65536 16856/131072 (12.9%)
    areas 15/256 120/2048 ( 5.9%)
    surfedges 138938/512000 555752/2048000 (27.1%)
    edges 86455/256000 345820/1024000 (33.8%)
    LDR worldlights 250/8192 22000/720896 ( 3.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 9/32768 108/393216 ( 0.0%)
    waterstrips 1461/32768 14610/327680 ( 4.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 36783/65536 73566/131072 (56.1%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 35/512 12320/180224 ( 6.8%)
    LDR lightdata [variable] 11035724/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 292626/393216 (74.4%)
    LDR ambient table 7395/65536 29580/262144 (11.3%)
    HDR ambient table 7395/65536 29580/262144 (11.3%)
    LDR leaf ambient 42304/65536 1184512/1835008 (64.6%)
    HDR leaf ambient 7395/65536 207060/1835008 (11.3%)
    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] 1/2261736 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/20658 ( 0.0%)
    pakfile [variable] 9470/0 ( 0.0%)
    physics [variable] 1553858/4194304 (37.0%)
    physics terrain [variable] 11172/1048576 ( 1.1%)

    Level flags = 0

    Total triangle count: 53522
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp
    6 minutes, 42 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a6\trade_plaza_sg_a6_t4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_plaza_sg_a6_t4.bsp"
    full compile, exact same results. My first compile was a full one as well, the log file isn't updating, so I had to do a fast compile and give that log.

    about the level of the brushes - no, they're not all on the same level. Any water brush that's attached is on the same level (I have no attached water brushes).
    I have different places throughout the map with different water heights. This worked PERFECTLY in past versions. I don't think it's a mapping problem, as I've stated many times before.
     
  20. Crash

    aa Crash func_nerd

    Messages:
    3,181
    Positive Ratings:
    4,871
    Just because it worked before doesn't mean it's not the problem now. Source engine.

    If you don't mind uploading the VMF, I can take a look at it.