• Water glitch problem
    35 replies, posted
(I actually have three problems) [b][u]PROBLEM 1:[/u][/b] In my map, I have a pool here in the middle. For some reason, my water acts like a "view-clip" and I see right through it and through the ground under it. It also acts as a solid and I can't swim in it but it makes the water footstep sounds. (This is ep2 if it matters.) [img]http://img62.imageshack.us/img62/4401/waterproblem.jpg[/img] I've scrolled through almost every water material, transparent normals and the grey textures, but none of them work. It displays fine in Hammer, but it's messed up in-game. [b][u]PROBLEM 2:[/u][/b] I've set up my light_environment entity to my preferences, but no matter how I set it, the shadows it casts are pitch black. (I also have HDR on if it matters.) [img]http://img402.imageshack.us/img402/7973/waterproblem2.jpg[/img] [b][u]PROBLEM 3:[/u][/b] This doesn't really need a picture. I've set up light_spot entities to my preferences, but they don't even show up in the game.
Did you put nodraw the brush and put the water texture on top of it?
What do you mean by that?
Did you texture the brush first with nodraw then put the water texture on top of the brush.
no [editline]12:32AM[/editline] I actually tried deleting the water and remaking the brush and reassigned the material and the water now acts like water, but it still renders incorrectly.
You might have a leak, check/post your compile log.
[code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\invisiblejack22\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle" Valve Software - vbsp.exe (May 19 2009) 8 threads materialPath: c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.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 prop_static (-3207.94 -1071.52 65.93) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 4096.0 1344.0) 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 (5120.0 3584.0 1344.0) 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 (4096.0 2284.5 -456.0) 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 (4096.0 2796.5 -456.0) 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 (4096.0 2560.0 3592.0) 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 (5120.0 2560.0 1344.0) 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 (4096.0 1536.0 -456.0) 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 (4096.0 1536.0 3592.0) 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: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial error: material STONE/STONEWALL006B doesn't have a $bottommaterial 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_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) (184890 bytes) Error! prop_static using model "models/props_outland/chandelier.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_outland/chandelier.mdl"! Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/lamp_standard_off01.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 424 texinfos to 319 Reduced 33 texdatas to 24 (957 bytes to 546) Writing C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\invisiblejack22\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle" Valve Software - vvis.exe (May 19 2009) 8 threads reading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp reading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\invisiblejack22\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.96 seconds) 5804 faces 3098917 square feet [446244128.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] sun extent from map=0.087156 12 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18) Build Patch/Sample Hash Table(s).....Done<0.1034 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 5 of 5 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 761/8192 9132/98304 ( 9.3%) brushsides 6122/65536 48976/524288 ( 9.3%) planes 3588/65536 71760/1310720 ( 5.5%) vertexes 8388/65536 100656/786432 (12.8%) nodes 3096/65536 99072/2097152 ( 4.7%) texinfos 319/12288 22968/884736 ( 2.6%) texdata 24/2048 768/65536 ( 1.2%) 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 5804/65536 325024/3670016 ( 8.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1916/65536 107296/3670016 ( 2.9%) leaves 3105/65536 99360/2097152 ( 4.7%) leaffaces 6591/65536 13182/131072 (10.1%) leafbrushes 1899/65536 3798/131072 ( 2.9%) areas 2/256 16/2048 ( 0.8%) surfedges 34914/512000 139656/2048000 ( 6.8%) edges 18742/256000 74968/1024000 ( 7.3%) LDR worldlights 12/8192 1056/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 10/32768 120/393216 ( 0.0%) waterstrips 530/32768 5300/327680 ( 1.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7644/65536 15288/131072 (11.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 10693808/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 23879/393216 ( 6.1%) LDR ambient table 3105/65536 12420/262144 ( 4.7%) HDR ambient table 3105/65536 12420/262144 ( 4.7%) LDR leaf ambient 13400/65536 375200/1835008 (20.4%) HDR leaf ambient 3105/65536 86940/1835008 ( 4.7%) 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] 1/9590 ( 0.0%) pakfile [variable] 213830/0 ( 0.0%) physics [variable] 184890/4194304 ( 4.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 15577 Writing c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp 30 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.96 seconds) 5804 faces 3098917 square feet [446244128.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] sun extent from map=0.087156 12 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16) Build Patch/Sample Hash Table(s).....Done<0.1076 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 5 of 5 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 761/8192 9132/98304 ( 9.3%) brushsides 6122/65536 48976/524288 ( 9.3%) planes 3588/65536 71760/1310720 ( 5.5%) vertexes 8388/65536 100656/786432 (12.8%) nodes 3096/65536 99072/2097152 ( 4.7%) texinfos 319/12288 22968/884736 ( 2.6%) texdata 24/2048 768/65536 ( 1.2%) 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 5804/65536 325024/3670016 ( 8.9%) hdr faces 5804/65536 325024/3670016 ( 8.9%) origfaces 1916/65536 107296/3670016 ( 2.9%) leaves 3105/65536 99360/2097152 ( 4.7%) leaffaces 6591/65536 13182/131072 (10.1%) leafbrushes 1899/65536 3798/131072 ( 2.9%) areas 2/256 16/2048 ( 0.8%) surfedges 34914/512000 139656/2048000 ( 6.8%) edges 18742/256000 74968/1024000 ( 7.3%) LDR worldlights 12/8192 1056/720896 ( 0.1%) HDR worldlights 12/8192 1056/720896 ( 0.1%) leafwaterdata 10/32768 120/393216 ( 0.0%) waterstrips 530/32768 5300/327680 ( 1.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7644/65536 15288/131072 (11.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 10693808/0 ( 0.0%) HDR lightdata [variable] 10693808/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 23879/393216 ( 6.1%) LDR ambient table 3105/65536 12420/262144 ( 4.7%) HDR ambient table 3105/65536 12420/262144 ( 4.7%) LDR leaf ambient 13400/65536 375200/1835008 (20.4%) HDR leaf ambient 8591/65536 240548/1835008 (13.1%) 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] 1/9590 ( 0.0%) pakfile [variable] 213830/0 ( 0.0%) physics [variable] 184890/4194304 ( 4.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 15577 Writing c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp 28 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\invisiblejack22\half-life 2\hl2\maps\gm_castle.bsp" "c:\program files (x86)\steam\steamapps\invisiblejack22\half-life 2 episode two\ep2\maps\gm_castle.bsp" [/code]
**** leaked **** Entity prop_static (-3207.94 -1071.52 65.93) leaked! load the pointfile to see where it's leaking and fix it.
So props have to be completely enclosed? Ok. Would that be the cause of any of these problems and how? And does anyone know the answers to any of the other problems?
Only prop origins have to be in the map, you can have parts of props outside the world (for things like sky cards or w/e).
Interesting, I don't remember havung any props outside the map. I'll check when I get back onto my comp. Does anyone know any answers for any of the other problems?
A leak is an opening into the void (the blackness). You may not have any props outside the map, but techincally you do. So load the pointfile, and the prop it said was leaking will have a red line connecting to it. Follow the line, and if you do indeed have a prop outside the map, delete it. If the red line goes into the blackness, make sure you seal it off with a brush. (Nodraw works, but I don't recommend it, or you could use a hollowed skybox around the map, but I don't support that, either.)
Problem 1- As already covered, it's a leak. Load up the pointfile and follow the red line. The playable area must be fully sealed with world brushes, func_details (and all other entities), water brushes, displacements and props do NOT seal the map. Props outside the map will also cause that problem. Looking at the compile log, you also have two props that are not the correct type. They will need to be physics or dynamic, check the info tab for each offending prop and set it to the right one. If it says if can be static and either physics or dynamic, then ignore static as an option. You have an awful lot of material errors there that could be caused by custom textures without their corraspondind text files written properly or trying to use a concrete texture on a func_water_analog. Problem 2- The shadows are cast in accordance to your light settings. The greater the pitch, the deeper and longer the shadows. You can alleviate this by using additional light entities to light areas. The light_environment will only light areas naturally by using your skybox texture as the light source.
[QUOTE=IronPhoenix;20614582]Problem 1- As already covered, it's a leak. Load up the pointfile and follow the red line. The playable area must be fully sealed with world brushes, func_details (and all other entities), water brushes, displacements and props do NOT seal the map. Props outside the map will also cause that problem. Looking at the compile log, you also have two props that are not the correct type. They will need to be physics or dynamic, check the info tab for each offending prop and set it to the right one. If it says if can be static and either physics or dynamic, then ignore static as an option. You have an awful lot of material errors there that could be caused by custom textures without their corraspondind text files written properly or trying to use a concrete texture on a func_water_analog. Problem 2- The shadows are cast in accordance to your light settings. The greater the pitch, the deeper and longer the shadows. You can alleviate this by using additional light entities to light areas. The light_environment will only light areas naturally by using your skybox texture as the light source.[/QUOTE] For once I think you're on the wrong track with problem 2, I think it's just another symptom of problem 1 seeing as a leak prevents lightbounces being calculated.
[QUOTE=metallics;20614655]For once I think you're on the wrong track with problem 2, I think it's just another symptom of problem 1 seeing as a leak prevents lightbounces being calculated.[/QUOTE] Thats true. Also use different texture for the castle. The texture from Whiteforest Inn is good.
[QUOTE=metallics;20614655]For once I think you're on the wrong track with problem 2, I think it's just another symptom of problem 1 seeing as a leak prevents lightbounces being calculated.[/QUOTE] Yeh...the thought had occurred to me. I think fixing that leak will fix a lot of the other issues on the log.
After looking at the leak coords, it says the leak is in the middle of the grass, but I scanned and I can't find anything causing it to leak: [img]http://img651.imageshack.us/img651/8641/waterproblem3.jpg[/img] Wut?
If you want, you can send me the vmf, and I can try and find your problem.
[QUOTE=RayFanMan;20615668]After looking at the leak coords, it says the leak is in the middle of the grass, but I scanned and I can't find anything causing it to leak: -img- Wut?[/QUOTE] Is the grass a displacement?
There is some very odd brushwork there...have you been using the carve tool?
"every time you carve, god kills a kitten. save kittens"
[QUOTE=RavMahov;20616097]"every time you carve, god kills a kitten. save kittens"[/QUOTE] It's true :sigh:
I'm using the carve tool quite a lot. I'll send Zally13 the vmf file though. [editline]02:44PM[/editline] Every time I try to compile now for some reason it freezes and won't move on t reaches: [code]PortalFlow: 0...[/code] It compiles if I set everything to "fast" in the compile options, but there's no lighting and some textures are messed up.
Um. This looks bad. I opened it and I'm scared.
Why? :P
Don't carve, seriously. Just fucking don't. It's scaring the shit out of me. There's errors everywhere, and it looks like it'd be better to start from scratch WITHOUT carving.
I don't really know what kind of errors I'd be watching out for... what kind of problematic errors does carving cause?
[QUOTE=RayFanMan;20623919]I don't really know what kind of errors I'd be watching out for... what kind of problematic errors does carving cause?[/QUOTE] Many, many things. Best thing is just to not carve.
1. What alternative method would be as easy or almost as easy to do that isn't carving? 2. What can I NOT do with brushes (don't say carve).
[QUOTE=RayFanMan;20623919]I don't really know what kind of errors I'd be watching out for... what kind of problematic errors does carving cause?[/QUOTE] There are many, but I'd say mostly highly unoptimized maps overall, and microbrushes/leaks than can only be fixed by an entirely new brush. So don't do it. Use clip and vertex manipulation. If you need help on using either of those tools I believe you can find topics on them here: [url]http://developer.valvesoftware.com/wiki/Category:Level_Design[/url] [QUOTE=RayFanMan;20624061]1. What alternative method would be as easy or almost as easy to do that isn't carving? 2. What can I NOT do with brushes (don't say carve).[/QUOTE] Well I already answered #1, but as for # 2 there isn't much really, except never overlap them, and never have models inside them. Ever. It fucks up optimization. Oh, and never use models textures on a brush, as it causes weird lighting. And when your making water, make a nodraw block, and ONLY texture the faces you'll see (usually only the top) with the water texture. Oh, and never use dx7 or cheap water textures. Man I just kept remembering things as I was typing.
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