Water Problem

Discussion in 'Mapping Questions & Discussion' started by Inacio, Jun 28, 2009.

  1. Inacio

    Inacio L1: Registered

    Messages:
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    Positive Ratings:
    1
    Hi, guys.
    I'm new to the mapping scene, and made some tries on mapping.
    The first one, ctf_pond, was a simple test. It worked, tho.
    In the following maps (tried to enhance the map) the water reflections didn't work at all. Random bugs also occur.

    I ran out of ideas, actually remade the map with the same basic idea (Pond2A).

    I can only say something: please, PLEASE see what's wrong with my maps.

    I'll upload 'em, and you guys will be able to see with your own eyes.

    Thanks a lot!

    EDIT:

    Here they are: http://www.4shared.com/dir/16880642/7dc03403/sharing.html

    Thanks, again!
     
    Last edited: Jun 28, 2009
  2. Vigilante212

    Vigilante212 L7: Fancy Member

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    Post the compile log.
     
  3. TracerDX

    TracerDX L3: Member

    Messages:
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    ^ What he said. For future reference, the compile log is as useful as the map itself in determining most problems.


    But since I'm such a nice guy, :lol: , I took the liberty of downloading your map and compiling. I'll also be selling it to the Russians.

    Code:
    ** Executing...
    ** Command: "e:program filessteamsteamappstracerdxsourcesdkbinorangeboxbinvbsp.exe"
    ** Parameters: -game "e:program filessteamsteamappstracerdxteam fortress 2tf" "e:usersbryandocumentsweb downloadsctf_pond2a"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: e:program filessteamsteamappstracerdxteam fortress 2tfmaterials
    Loading e:usersbryandocumentsweb downloadsctf_pond2a.vmf
    Patching WVT material: maps/ctf_pond2a/nature/blenddirtgrass001b_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity info_player_teamspawn (-171.51 35.67 97.70) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_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_day01_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 (0) (13969 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 65 texinfos to 39
    Reduced 17 texdatas to 14 (485 bytes to 386)
    Writing e:usersbryandocumentsweb downloadsctf_pond2a.bsp
    1 second elapsed

    The problem? "**** leaked ****" : You have a leak.
     
    • Thanks Thanks x 1
  4. Inacio

    Inacio L1: Registered

    Messages:
    27
    Positive Ratings:
    1
    Thanks a whole lot, brother.
    I really didn't know about them.

    +REP =]