[SOLVED] Water problem with no compile errors

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
Is your water the same height as the container it's in?
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.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
What water material are you using?
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
Do you have expensive water on different heights?
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.
What water material are you using?
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
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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
they're all world brushes. The error wouldn't be in a mapping mistake. It worked fine from version to version.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
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.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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.
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.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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.

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
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
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.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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.
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.
 

Fruity Snacks

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

You have an area portal leak. One or more area portals are not sealing their area.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I have no areaportals, only visclusters. Deleted them and the error still remains. Both of them

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)
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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)
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.
3b79af7e5954ba29cdf08a5a3227e1cb.png

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.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
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.
3b79af7e5954ba29cdf08a5a3227e1cb.png

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.

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.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
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.
** 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.