[SOLVED] Water problem with no compile errors

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
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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.

So honestly my guess is that you've done something to the map in recent compiles that has caused it to break. Unless you've modded the textures at all, then it's probably a mapping error. The only other issue I can think of is that something finally happened and it's the expensive water you said earlier you were using. Just because it works for 2fort, doesn't mean it'll work for you. Have you tried changing ALL the water to cheap water. Is it possible that because you also added the visclusters, you've made it so that water can see each other? Is it possible that even without the visclusters, you've made it so that water can see each other?

ADDITIONALLY - I'm going to fall back on the FindPortalSide error. I'm going to lean HARD on having really weird geometry that I bet you don't know is really weird. Thats where my money is.

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.

(And this)
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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.
fuckin source engine

I really didn't want to give out the vmf, but I'd rather give out the map then have no map at all, I guess.
here ya go:
 

Attachments

  • trade_plaza_sg_a6_t4.vmf
    7.7 MB · Views: 61

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
fuckin source engine

I really didn't want to give out the vmf, but I'd rather give out the map then have no map at all, I guess.
here ya go:

Don't do this, and if you see it, don't ever let it stay. Carving runs a very high risk of causing problems, if not used properly. Could be contributing to this.
NO.JPG


ADDITIONALLY - this isn't func_detailed. It needs to be. You have a LOT of things that need to be func_detailed. Like the carved holes to your pools, or the rounded corners/edges of your walls, or the center part of the race track, or basically anything that isn't at a nice angle, or looks like that image above.

Your map, when func_details are turned off, should look like an old, crappy Quake 1 map.
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,501

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
Don't do this, and if you see it, don't ever let it stay. Carving runs a very high risk of causing problems, if not used properly. Could be contributing to this.
NO.JPG


ADDITIONALLY - this isn't func_detailed. It needs to be. You have a LOT of things that need to be func_detailed. Like the carved holes to your pools, or the rounded corners/edges of your walls, or the center part of the race track, or basically anything that isn't at a nice angle, or looks like that image above.

Your map, when func_details are turned off, should look like an old, crappy Quake 1 map.
the map I have is a HIGHLY modified version of a very old map from 2008, trade_plaza. Since it's still just a modification, I decided to leave some things, like that horrible shape there. Will remove it in later versions.

Found your issue!

These glass walls are way too large and are messing with the portals in some weird way. You can fix it by func_detailing them.
nwmKukJ.jpg


Water was fixed after I did this.
irzKizq.jpg
I had no idea large walls needed to be func_detailed. How is that complicated?! Sure it's big, but it's a very basic shape.
Odd how source just let's me run with some bugs for a solid few months and then randomly decides to violate me mentally.

But I agree with Frozen, there are a lot of places you should func_detail around those pools, and the all the carving hurts me physically.

Listen to satan:
View: https://www.youtube.com/watch?v=fCLTotNpqsA
yeah, my dude, I've seen almost everyone of your vids, top stuff! I hate carves as well, but look how easy it was! I didn't do that mess on the ceiling, but I did the carving on the middle pool. Smoother than what I can do by hand, and much quicker. Guess I'll redo it at a later time.

but wait - we're not done!

you mean func_detailing stuff didn't fix the problem?
yup! The error still persists. All of them. On top of that, the log file has yet to update.
could it be? it can't be! but could it?

06dba31b557c26d701d74fbe49bfc5b8.jpg

I'm still pretty sure the map is alright and it's just the compiling or compilepal messing with things. The only difference was me using compilepal in between. No big map changes, just that.
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,501
Actually I forgot I did one other thing that fixed part of the problem.

func_detail this too
SkraynJ.jpg


So yes, lack of func_detailing was the problem, there was just multiple issues. Compilepal is using the same compiling tools as Hammer, just in a different wrapper.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
Actually I forgot I did one other thing that fixed part of the problem.

func_detail this too
SkraynJ.jpg


So yes, lack of func_detailing was the problem, there was just multiple issues. Compilepal is using the same compiling tools as Hammer, just in a different wrapper.
THANK YOU! That last part needing to be func_detailed made NO SENSE, but I'm grateful for your help!

It seems not only did the water come back, but also the map's lighting got brighter and more normal. An odd thing I was hoping to look into soon as well.
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,501
Most likely, the cylinder was creating a ton of visleaf cuts which was interacting with the water in a way the engine didn't like.

The lighting was because it wasn't getting all of it's bounces due to the leak.