• Water compile problem.
    9 replies, posted
So made a map with water on it i put a cubemap on it with a water LOD i used a texture that i know works and after i compiled the map with a 3d-skybox the water looks like its not even there unless you jump into where its suppose to be. It looks like theres no water and i can see straight through the map. So how can i fix this? I have no leaks or anything like that the map compiled fine its just the water that is having the problem.
Its a leak. Post the compile log.
1 threads reading c:\hammerautosave\gm_waterflatgrass -v1-.bsp reading c:\hammerautosave\gm_waterflatgrass -v1-.prt 1188 portalclusters 2756 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 3872 visible clusters (0.00%) Total clusters visible: 1402762 Average clusters visible: 1180 Building PAS... Average clusters audible: 1188 visdatasize:363112 compressed from 361152 writing c:\hammerautosave\gm_waterflatgrass -v1-.bsp 3 seconds elapsed Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\HEHEHENOLOOK\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\hammerautosave\gm_waterflatgrass -v1-.bsp 14273 faces 32203168 square feet [4637256192.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 14273 patches before subdivision 981839 patches after subdivision 0 direct lights 0...1...2...3...4...5...6...7...8...9...100
Remove the spaces from the name, and the hyphens and try again.
materialPath: c:\program files (x86)\steam\steamapps\SNOOPY\garrysmod\garrysmod\materials Loading C:\HammerAutosave\gm_waterflatgrass_v1.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\SNOOPY\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/gm_waterflatgrass_v1/nature/blenddirtgrass001a_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\HammerAutosave\gm_waterflatgrass_v1.prt...Building visibility clusters... 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) (26010 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 154 texinfos to 75 Reduced 16 texdatas to 12 (563 bytes to 394) Writing C:\HammerAutosave\gm_waterflatgrass_v1.bsp 14 seconds elapsed 1 threads reading c:\hammerautosave\gm_waterflatgrass_v1.bsp reading c:\hammerautosave\gm_waterflatgrass_v1.prt 1188 portalclusters 2756 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 3872 visible clusters (0.00%) Total clusters visible: 1402762 Average clusters visible: 1180 Building PAS... Average clusters audible: 1188 visdatasize:363112 compressed from 361152 writing c:\hammerautosave\gm_waterflatgrass_v1.bsp 3 seconds elapsed Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\SNOOPY\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\hammerautosave\gm_waterflatgrass_v1.bsp 14273 faces 32203168 square feet [4637256192.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 14273 patches before subdivision 981839 patches after subdivision 0 direct lights 0...1...2...3...4...5...6...7...8...9...100
This is what a compile log should look like. Do you have at least one entity in the map? [code] ** Executing... ** Command: "d:\steam\steamapps\skeeter423\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\skeeter423\half-life 2 episode two\ep2" "C:\Users\Jon\Desktop\p2_flood_start\floodedstreet.vmf" Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: d:\steam\steamapps\skeeter423\half-life 2 episode two\ep2\materials Loading C:\Users\Jon\Desktop\p2_flood_start\floodedstreet.vmf Could not locate 'GameData' key in d:\steam\steamapps\skeeter423\half-life 2 episode two\ep2\gameinfo.txt 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 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Jon\Desktop\p2_flood_start\floodedstreet.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_03*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day03_03*.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) (27179 bytes) Error! prop_static using model "models/props_junk/trashdumpster01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/trashdumpster01a.mdl"! 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 69 texinfos to 58 Reduced 23 texdatas to 22 (601 bytes to 557) Writing C:\Users\Jon\Desktop\p2_flood_start\floodedstreet.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\skeeter423\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\skeeter423\half-life 2 episode two\ep2" -fast "C:\Users\Jon\Desktop\p2_flood_start\floodedstreet" Valve Software - vvis.exe (Jul 7 2010) fastvis = true 4 threads reading c:\users\jon\desktop\p2_flood_start\floodedstreet.bsp reading c:\users\jon\desktop\p2_flood_start\floodedstreet.prt 184 portalclusters 523 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 1146 visible clusters (0.00%) Total clusters visible: 26750 Average clusters visible: 145 Building PAS... Average clusters audible: 184 visdatasize:9964 compressed from 8832 writing c:\users\jon\desktop\p2_flood_start\floodedstreet.bsp 0 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\skeeter423\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\skeeter423\half-life 2 episode two\ep2" -noextra "C:\Users\Jon\Desktop\p2_flood_start\floodedstreet" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\jon\desktop\p2_flood_start\floodedstreet.bsp Setting up ray-trace acceleration structure... Done (0.13 seconds) 625 faces 559205 square feet [80525592.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 625 patches before subdivision 19349 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 671064, max 290 transfer lists: 5.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(45731, 33490, 14602) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(20038, 13607, 6214) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1915, 764, 250) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(723, 338, 129) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(100, 21, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(33, 9, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(6, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0081 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 76/8192 912/98304 ( 0.9%) brushsides 476/65536 3808/524288 ( 0.7%) planes 324/65536 6480/1310720 ( 0.5%) vertexes 807/65536 9684/786432 ( 1.2%) nodes 390/65536 12480/2097152 ( 0.6%) texinfos 58/12288 4176/884736 ( 0.5%) texdata 22/2048 704/65536 ( 1.1%) 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 625/65536 35000/3670016 ( 1.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 221/65536 12376/3670016 ( 0.3%) leaves 392/65536 12544/2097152 ( 0.6%) leaffaces 740/65536 1480/131072 ( 1.1%) leafbrushes 460/65536 920/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 3798/512000 15192/2048000 ( 0.7%) edges 2241/256000 8964/1024000 ( 0.9%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 47/32768 470/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 666/65536 1332/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 505716/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9964/16777216 ( 0.1%) entdata [variable] 709/393216 ( 0.2%) LDR ambient table 392/65536 1568/262144 ( 0.6%) HDR ambient table 392/65536 1568/262144 ( 0.6%) LDR leaf ambient 2631/65536 73668/1835008 ( 4.0%) HDR leaf ambient 392/65536 10976/1835008 ( 0.6%) 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] 1/1416 ( 0.1%) pakfile [variable] 87054/0 ( 0.0%) physics [variable] 27179/4194304 ( 0.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1664 Writing c:\users\jon\desktop\p2_flood_start\floodedstreet.bsp 9 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Jon\Desktop\p2_flood_start\floodedstreet.bsp" "d:\steam\steamapps\skeeter423\half-life 2 episode two\ep2\maps\floodedstreet.bsp" [/code]
i have a cubemap a lod and a playerstart i also have a building with an elevator that works so yes i do have entitys on it i dont have a leak so idk how to fix it. how could i fix the VRAD?
Have you added lights?
[quote]Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\SNOOPY\sourcesdk\bin\orangeb ox\bin\lights.rad.[/quote] Looks like your compile configurations are the issue. Notice the space in Orangebox in that line? What's happening is that Hammer is trying to find Vrad in .../orangeb ox/... rather than .../orangebox/... Check your configurations and remove the space and it should fix your problem. Hope this helps. EDIT: Wow interesting, looks like the font on my computer is messed up for your post. When I quote your post the space isn't there but if I copy it directly (Not using the quote button) it is there... Very weird. Disregard that I guess. Check your configs anyway though, from the looks of that log that is your problem. Probably just not the problem I brought up.
[QUOTE=GlockN9ne;29635844]Looks like your compile configurations are the issue. Notice the space in Orangebox in that line? What's happening is that Hammer is trying to find Vrad in .../orangeb ox/... rather than .../orangebox/... Check your configurations and remove the space and it should fix your problem. Hope this helps. EDIT: Wow interesting, looks like the font on my computer is messed up for your post. When I quote your post the space isn't there but if I copy it directly (Not using the quote button) it is there... Very weird. Disregard that I guess. Check your configs anyway though, from the looks of that log that is your problem. Probably just not the problem I brought up.[/QUOTE] The space is an issue with the forum, not a compile log issue. Ok, shoved it into interlopers, and it says that you arnt running vvis, vrad or vbsp. Please run with all compiler tools on normal.
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