Hey there!
Ok, I was working on my new map and wanted to add a bit with water. (which I've successfully done before, so its not like I have no idea what I'm doing), but it just seemed to project the skybox below it.
Any ideas?
We have visual:
[IMG]http://i515.photobucket.com/albums/t352/tehshame/hl22009-11-0310-28-00-22.jpg?t=1257204744[/IMG]
[IMG]http://i515.photobucket.com/albums/t352/tehshame/hl22009-11-0310-27-51-20.jpg?t=1257204800[/IMG]
Where the skybox starts is where the water should start.
(running ep 2 engine for the map)
Thanks in advance! :D
What water texture are you using?
And post your compile log so we can check it for errors (put it in [code] tags to make it easier to read)
[QUOTE=bunglist;18156728]What water texture are you using?
And post your compile log so we can check it for errors (put it in [code] tags to make it easier to read)[/QUOTE]
nature/sewer_water001
and
[CODE]
** Executing...
** Command: "c:\program files\steam\steamapps\tehshamed1\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2\materials
Loading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.vmf
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_node (-858.38 810.95 14.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09_hdr*.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_09_hdr*.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 (1) (43353 bytes)
Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecouch001a.mdl"!
Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnituretable003a.mdl"!
Error! To use model "models/props_c17/tv_monitor01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/tv_monitor01.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 325 texinfos to 207
Reduced 44 texdatas to 35 (1078 bytes to 797)
Writing c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp
1 second elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\tehshamed1\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp
reading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.prt
** Executing...
** Command: "c:\program files\steam\steamapps\tehshamed1\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.54 seconds)
1201 faces
2 degenerate faces
38067 square feet [5481782.00 square inches]
54 Displacements
1574 Square Feet [226758.91 Square Inches]
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0018 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 104/8192 1248/98304 ( 1.3%)
brushsides 662/65536 5296/524288 ( 1.0%)
planes 740/65536 14800/1310720 ( 1.1%)
vertexes 1768/65536 21216/786432 ( 2.7%)
nodes 795/65536 25440/2097152 ( 1.2%)
texinfos 207/12288 14904/884736 ( 1.7%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 54/0 9504/0 ( 0.0%)
disp_verts 4374/0 87480/0 ( 0.0%)
disp_tris 6912/0 13824/0 ( 0.0%)
disp_lmsamples 7000/0 7000/0 ( 0.0%)
faces 1201/65536 67256/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 509/65536 28504/3670016 ( 0.8%)
leaves 805/65536 25760/2097152 ( 1.2%)
leaffaces 1306/65536 2612/131072 ( 2.0%)
leafbrushes 505/65536 1010/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7741/512000 30964/2048000 ( 1.5%)
edges 4190/256000 16760/1024000 ( 1.6%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 76/32768 760/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1245/65536 2490/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 294460/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 20023/393216 ( 5.1%)
LDR ambient table 805/65536 3220/262144 ( 1.2%)
HDR ambient table 805/65536 3220/262144 ( 1.2%)
LDR leaf ambient 1386/65536 38808/1835008 ( 2.1%)
HDR leaf ambient 805/65536 22540/1835008 ( 1.2%)
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] 1/2262 ( 0.0%)
pakfile [variable] 212461/0 ( 0.0%)
physics [variable] 43353/4194304 ( 1.0%)
physics terrain [variable] 6000/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 3283
Writing c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp
5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\tehshamed1\sourcesdk_content\hl2\mapsrc\building.bsp" "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2\maps\building.bsp"
** Executing...
** Command: "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\hl2.exe"
** Parameters: -allowdebug -game "c:\program files\steam\steamapps\tehshamed1\half-life 2 episode two\ep2" +map "building"[/CODE]
Verify the water material, make sure the whole brush is textured with nodraw except for the top face (which should be textured with water), try placing an env_cubemap, run buildcubemaps in the console, check your GMod Graphic Settings, and make sure the whole map is skyboxed off with no leaks.
You have a leak.
[QUOTE=Pelf;18156968]You have a leak.[/QUOTE]
thanks a bunch, found and fixed :]
-snip- Facepunch fail ninjas.
[QUOTE=laptopman;18157211]-snip- Facepunch fail ninjas.[/QUOTE]
was that really necessary?
To check if you have leaks, go to "Tools" (I think its that one) and go to "Load Pointfile". If Hammer doesn't find a pointfile, you have no leaks, if it does, find the red line, and it will lead you to your leak.
[QUOTE=Stupideye;18157770]To check if you have leaks, go to "Tools" (I think its that one) and go to "Load Pointfile". If Hammer doesn't find a pointfile, you have no leaks, if it does, find the red line, and it will lead you to your leak.[/QUOTE]
oh, ill remember that. thanks! :]
Also note that the only way to generate a pointfile is to actually compile first.
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