Water invisible, no known leaks.

Discussion in 'Mapping Questions & Discussion' started by Mr. Origen, Nov 24, 2017.

  1. Mr. Origen

    Mr. Origen L1: Registered

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    I have tried everything I can think of and then some, I have scrounged every forum trying to find an answer, and the water on my map is still invisible. (I have a water_lod_control, there is no pointfile for me to load, i have a cubemap, water is made with nodraw first) I am at a loss.

    Here is the compile log:

    ** 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" "C:\Hammer Tools\arena_resort\arena_resort_v1.vmf"

    Valve Software - vbsp.exe (Oct 14 2017) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials Loading C:\Hammer Tools\arena_resort\arena_resort_v1.vmf Patching WVT material: maps/arena_resort_v1/coalmines/blendgroundtograss_coalmines2_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Hammer Tools\arena_resort\arena_resort_v1.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_granary_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_granary_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 (0) (474131 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1246 texinfos to 971 Reduced 25 texdatas to 18 (869 bytes to 571) Writing C:\Hammer Tools\arena_resort\arena_resort_v1.bsp Wrote ZIP buffer, estimated size 3268, actual size 2518 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" "C:\Hammer Tools\arena_resort\arena_resort_v1"

    Valve Software - vvis.exe (Oct 14 2017) 8 threads reading c:\hammer tools\arena_resort\arena_resort_v1.bsp reading c:\hammer tools\arena_resort\arena_resort_v1.prt 3635 portalclusters 13694 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) PortalFlow: 0...1.. ** 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" "C:\Hammer Tools\arena_resort\arena_resort_v1"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\hammer tools\arena_resort\arena_resort_v1.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.13 seconds) 10060 faces 12 degenerate faces 917177 square feet [132073560.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] sun extent from map=0.000000 16 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) Build Patch/Sample Hash Table(s).....Done<0.0126 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 (5) Writing leaf ambient...done Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness

    models 2/1024 96/49152 ( 0.2%) brushes 1035/8192 12420/98304 (12.6%) brushsides 17428/65536 139424/524288 (26.6%) planes 20086/65536 401720/1310720 (30.6%) vertexes 13681/65536 164172/786432 (20.9%) nodes 5808/65536 185856/2097152 ( 8.9%) texinfos 971/12288 69912/884736 ( 7.9%) texdata 18/2048 576/65536 ( 0.9%) 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 10060/65536 563360/3670016 (15.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4700/65536 263200/3670016 ( 7.2%) leaves 5811/65536 185952/2097152 ( 8.9%) leaffaces 10869/65536 21738/131072 (16.6%) leafbrushes 3503/65536 7006/131072 ( 5.3%) areas 2/256 16/2048 ( 0.8%) surfedges 67477/512000 269908/2048000 (13.2%) edges 37405/256000 149620/1024000 (14.6%) LDR worldlights 16/8192 1408/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 756/32768 7560/327680 ( 2.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 12729/65536 25458/131072 (19.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3923372/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 7199/393216 ( 1.8%) LDR ambient table 5811/65536 23244/262144 ( 8.9%) HDR ambient table 5811/65536 23244/262144 ( 8.9%) LDR leaf ambient 22895/65536 641060/1835008 (34.9%) HDR leaf ambient 5811/65536 162708/1835008 ( 8.9%) 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] 1/8634 ( 0.0%) pakfile [variable] 2518/0 ( 0.0%) physics [variable] 474131/4194304 (11.3%) physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 27644 Writing c:\hammer tools\arena_resort\arena_resort_v1.bsp 13 seconds elapsed

    ** Executing... ** Command: Copy File ** Parameters: "C:\Hammer Tools\arena_resort\arena_resort_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\arena_resort_v1.bsp"

    ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -maxplayers 32 +map "arena_resort_v1" -steam

    I don't know what to do at this point. This map was supposed to be my magnum opus.
     
  2. Nuke

    Nuke L4: Comfortable Member

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    By this piece I assume you probably killed VVis via task manage because it was taking too long. Considering that not only VRad can't do proper calculations, nor water will ever render. You will need to make vvis compile time shorter most likely for that to work. Portalfiles help with that.
     
  3. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    Your VVIS fails halfway through compile for some reason.

    EDIT: Damnit, ninja'd.
     
    • Funny Funny x 1
  4. Mr. Origen

    Mr. Origen L1: Registered

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    With the amount of brush details i have, i forgot to make a single func_detail out of them. Thank you.