- 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:
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?
*edit*
I just checked the compile log and it has some strange error:
** Executing...
** Command: "crogram files (x86)steamsteamapps*"
** Parameters: -game "crogram files (x86)* "C
rogram Files *_contenttfmapsrcctf_headquarters_a1"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: crogram files (x86)s* fortress 2tfmaterials
Loading Crogram 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 Crogram Files (x86)Steam*urcesdk_contenttfmapsrcctf_headquarters_a1.bsp
2 seconds elapsed
** Executing...
** Command: "crogram files (x86)steams*xbinvvis.exe"
** Parameters: -game "crogram files (x86)steamsteama*tress 2tf" -fast "C
rogram Files (x86)Steamsteama*enttfmapsrcctf_headquarters_a1"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading crogram files (x86)steamsteama*urcesdk_contenttfmapsrcctf_headquarters_a1.bsp
reading crogram files (x86)steamsteamap*dk_contenttfmapsrcctf_headquarters_a1.prt
LoadPortals: couldn't read crogram files (x86)steamstea*k_contenttfmapsrcctf_headquarters_a1.prt
** Executing...
** Command: "crogram files (x86)steam*binvrad.exe"
** Parameters: -game "crogram files (x86)stea*ress 2tf" "C
rogram 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 crogram 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 crogram files (x86)steamsteamapps*rcesdk_contenttfmapsrcctf_headquarters_a1.bsp
8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "Crogram Files (x86)Steamsteam*k_contenttfmapsrcctf_headquarters_a1.bsp" "c
rogram files (x86)steamsteam*am fortress 2tfmapsctf_headquarters_a1.bsp"
** Executing...
** Command: crogram files (x86)steamsteam.exe
** Parameters: -applaunch 440 -game "crogram 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
Last edited: