Wierd issue with water..

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MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Hey all, I am having a very weird issue with the water in my map today. It looked fine a few days ago when I compiled, but now when looking at any water surface it smears the screen like there is a leak in the map? I have not worked on the map since I last compiled it(which it worked fine then), I only compiled again to take some screen shots to post up the map under the "showcase" section. If you jump in the water, past the surface it still acts like water though(bubbles, etc). So only when above the water it appears like there is a leak, this happens all over my map? Thanks for any suggestions!

*edit*

I just checked the compile log and it has some strange error:


** Executing...
** Command: "c:program files (x86)steamsteamapps*"
** Parameters: -game "c:program files (x86)* "C:program Files *_contenttfmapsrcctf_headquarters_a1"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:program files (x86)s* fortress 2tfmaterials
Loading C:program Files (x86)S*fmapsrcctf_headquarters_a1.vmf
***need to set for material dev/dev_water2_cheap
***need to set for material dev/dev_water2_cheap
Patching WVT material: maps/ctf_headquarters_a1/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 (0)
**** leaked ****
Entity info_player_teamspawn (-384.00 -672.00 128.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 -2048.0 496.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1104.0 -248.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1584.0 -56.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1056.0 -248.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1072.0 984.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 -1584.0 968.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1856.0 -1024.0 968.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1856.0 -1024.0 224.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (46859 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 210 texinfos to 122
Reduced 6 texdatas to 4 (201 bytes to 123)
Writing C:program Files (x86)Steam*urcesdk_contenttfmapsrcctf_headquarters_a1.bsp
2 seconds elapsed

** Executing...
** Command: "c:program files (x86)steams*xbinvvis.exe"
** Parameters: -game "c:program files (x86)steamsteama*tress 2tf" -fast "C:program Files (x86)Steamsteama*enttfmapsrcctf_headquarters_a1"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:program files (x86)steamsteama*urcesdk_contenttfmapsrcctf_headquarters_a1.bsp
reading c:program files (x86)steamsteamap*dk_contenttfmapsrcctf_headquarters_a1.prt
LoadPortals: couldn't read c:program files (x86)steamstea*k_contenttfmapsrcctf_headquarters_a1.prt


** Executing...
** Command: "c:program files (x86)steam*binvrad.exe"
** Parameters: -game "c:program files (x86)stea*ress 2tf" "C:program Files (x86)Steamstea*ttfmapsrcctf_headquarters_a1"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:program files (x86)steamsteam*tfmapsrcctf_headquarters_a1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.10 seconds)
1800 faces
940423 square feet [135420928.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0596 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 133/8192 1596/98304 ( 1.6%)
brushsides 798/65536 6384/524288 ( 1.2%)
planes 204/65536 4080/1310720 ( 0.3%)
vertexes 2215/65536 26580/786432 ( 3.4%)
nodes 890/65536 28480/2097152 ( 1.4%)
texinfos 122/12288 8784/884736 ( 1.0%)
texdata 4/2048 128/65536 ( 0.2%)
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 1800/65536 100800/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 466/65536 26096/3670016 ( 0.7%)
leaves 892/65536 28544/2097152 ( 1.4%)
leaffaces 2055/65536 4110/131072 ( 3.1%)
leafbrushes 391/65536 782/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10011/512000 40044/2048000 ( 2.0%)
edges 5475/256000 21900/1024000 ( 2.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 135/32768 1350/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1716/65536 3432/131072 ( 2.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2302420/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 437/393216 ( 0.1%)
LDR ambient table 892/65536 3568/262144 ( 1.4%)
HDR ambient table 892/65536 3568/262144 ( 1.4%)
LDR leaf ambient 535/65536 14980/1835008 ( 0.8%)
HDR leaf ambient 892/65536 24976/1835008 ( 1.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 727/0 ( 0.0%)
physics [variable] 46859/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4547
Writing c:program files (x86)steamsteamapps*rcesdk_contenttfmapsrcctf_headquarters_a1.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:program Files (x86)Steamsteam*k_contenttfmapsrcctf_headquarters_a1.bsp" "c:program files (x86)steamsteam*am fortress 2tfmapsctf_headquarters_a1.bsp"


** Executing...
** Command: c:program files (x86)steamsteam.exe
** Parameters: -applaunch 440 -game "c:program files (x86)steamst*ortress 2tf" +map "ctf_headquarters_a1"

ROFL, after adding in the compile log for some reason the directory paths changed into smiley faces :). I used quote, is there a /code bbc?
 
Last edited:
May 23, 2009
205
34
You have a leak. fix it then the water will work (water ONLY runs if vvis has run and leaks stop vvis running)
use map>load pointfile to find the leak

Also, there is a sticky at the top of the tutorials section that you should have read already, but since you haven't here's the link - http://forums.tf2maps.net/showthread.php?t=910
 
Last edited:

MaGicBush

L2: Junior Member
Jun 9, 2009
56
1
Alright got it fixed thanks, didn't realize water wouldn't compile if there was a leak sorry. I havn't even looked in the tutorials section(I learned Hammer from youtube videos and trial and error). But I saved the interlopers compile checker for future reference :).