I'm having this issue with invisible water. It ends up looking like a nodraw. There are no leaks that I'm aware of, and there's no pointfile. http://content.screencast.com/users...9a-fc02-4d39-bfc0-1bc45be5e273/waterisgay.png
Hrm. Got me stumped. I can only suggest that you recompile w/out running tf2, recheck for pointfiles, and try re-making the water :/
Okay, recompiled. Compile log error checker said the only error was compiling in fastmode, but I just did that to test it. Still no pointfile, still the broken water. EDIT: Remade the brush from scratch, still doing it
If the water brush is actually there (you can swim in it, etc), it's a leak. If it's anything else, I suppose it's something with VVIS; post the compile log.
Check the list of requirements on this list and make sure you've followed them all. I'm not sure if they're all strictly necessary to make the water show up, but it can't hurt to make sure.
Code: ** Executing... ** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.vmf" Valve Software - vbsp.exe (May 7 2010) 2 threads materialPath: c:\program files\steam\steamapps\spyder347\team fortress 2\tf\materials Loading C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.vmf Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure2_wvt_patch Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure_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:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_hydro_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_hydro_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 (1) (499461 bytes) 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 1803 texinfos to 1028 Reduced 135 texdatas to 118 (4567 bytes to 3690) Writing C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.bsp 8 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49" Valve Software - vvis.exe (May 7 2010) 2 threads reading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp reading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.prt 3 portalclusters 0 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 3 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:34 compressed from 48 writing c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\spyder347\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\spyder347\team fortress 2\tf" "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49" Valve Software - vrad.exe SSE (May 7 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp Setting up ray-trace acceleration structure... Done (1.44 seconds) 8769 faces 2 degenerate faces 3593920 square feet [517524608.00 square inches] 1 Displacements 44945 Square Feet [6472135.50 Square Inches] 8767 patches before subdivision 190847 patches after subdivision sun extent from map=0.008727 sun extent from map=0.008727 118 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (94) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (175) transfers 22691514, max 1427 transfer lists: 173.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(2423826, 1846370, 1704624) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(789867, 546464, 425849) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(274939, 171319, 111643) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(103458, 58672, 32257) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(40133, 20742, 9670) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(16376, 7764, 3096) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(6908, 3010, 1037) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(3039, 1221, 367) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1382, 512, 136) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(651, 222, 52) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(315, 99, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(156, 45, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(79, 21, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(41, 10, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(21, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(11, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #17 added RGB(6, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1552 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26) 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 (45) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 139/1024 6672/49152 (13.6%) brushes 1285/8192 15420/98304 (15.7%) brushsides 8479/65536 67832/524288 (12.9%) planes 3744/65536 74880/1310720 ( 5.7%) vertexes 14082/65536 168984/786432 (21.5%) nodes 5804/65536 185728/2097152 ( 8.9%) texinfos 1028/12288 74016/884736 ( 8.4%) texdata 118/2048 3776/65536 ( 5.8%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 71470/0 71470/0 ( 0.0%) faces 8769/65536 491064/3670016 (13.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3707/65536 207592/3670016 ( 5.7%) leaves 5944/65536 190208/2097152 ( 9.1%) leaffaces 9921/65536 19842/131072 (15.1%) leafbrushes 3588/65536 7176/131072 ( 5.5%) areas 5/256 40/2048 ( 2.0%) surfedges 56530/512000 226120/2048000 (11.0%) edges 31964/256000 127856/1024000 (12.5%) LDR worldlights 117/8192 10296/720896 ( 1.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 6/32768 72/393216 ( 0.0%) waterstrips 1028/32768 10280/327680 ( 3.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15414/65536 30828/131072 (23.5%) cubemapsamples 11/1024 176/16384 ( 1.1%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 7094604/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 34/16777216 ( 0.0%) entdata [variable] 159836/393216 (40.6%) LDR ambient table 5944/65536 23776/262144 ( 9.1%) HDR ambient table 5944/65536 23776/262144 ( 9.1%) LDR leaf ambient 29331/65536 821268/1835008 (44.8%) HDR leaf ambient 5944/65536 166432/1835008 ( 9.1%) 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] 1/15644 ( 0.0%) pakfile [variable] 1281209/0 ( 0.0%) physics [variable] 499461/4194304 (11.9%) physics terrain [variable] 774/1048576 ( 0.1%) Level flags = 0 Total triangle count: 23898 Writing c:\users\noodleboy347\desktop\hammermaps\team fortress 2\chambers\achievement_chambers_v49.bsp 5 minutes, 55 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\noodleboy347\Desktop\HammerMaps\Team Fortress 2\Chambers\achievement_chambers_v49.bsp" "c:\program files\steam\steamapps\spyder347\team fortress 2\tf\maps\achievement_chambers_v49.bsp"
Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure2_wvt_patch Patching WVT material: maps/achievement_chambers_v49/dev/dev_blendmeasure_wvt_patch Thats a strange thing...never seen that before Besides that, there doesn't seem to to be anything I can find in the Compile log... Besides the fact it needs optimization. (Read this, it should start you off). Try a different texture besides the well one.
It's very poorly optimized, I just can't seem to learn how to do it. Thanks for the link, and okay. EDIT: Okay so I compiled with different textures, still no luck. Could this have anything to do with it? Code: Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01rt) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01bk) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01lf) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01ft) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01up) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_hydro_01dn) EDIT AGAIN: I fixed it