• water not working, no leaks/holes
    11 replies, posted
Now I have tried using the pointfile for awhile now trying to figure out why the water is not showing up. I have repaired all the leaks and holes the pointfile tells me, but after I did that, the pointfile is showing me the same path, all the holes are fixed but I don't know. EDIT: Where the lights are shining is where the water is at [url]http://i.imgur.com/vO5CZoa[/url] Here is the compile logs, I noticed the error in this compile log, I changed the texture many times but still no fix. ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1.vmf" Valve Software - vbsp.exe (Mar 21 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt 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 (835.00 -1454.00 131.07) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 4096.0 763.5) 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 3584.0 763.5) 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 (512.0 4096.0 763.5) 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 (-512.0 4096.0 763.5) 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 2560.0 763.5) 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 1536.0 763.5) 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 (-512.0 2048.0 763.5) 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 (0.0 1291.0 -267.5) 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 NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material NATURE/WATER_DX70_BENEATH doesn't have a $bottommaterial done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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*.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) (77920 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 134 texinfos to 104 Reduced 16 texdatas to 14 (434 bytes to 313) Writing C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1.bsp 1 second elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1" Valve Software - vvis.exe (Mar 21 2014) 4 threads reading c:\users\clint\desktop\program\.vmf maps\ttt_mysteriousswamp_v1.bsp reading c:\users\clint\desktop\program\.vmf maps\ttt_mysteriousswamp_v1.prt LoadPortals: couldn't read c:\users\clint\desktop\program\.vmf maps\ttt_mysteriousswamp_v1.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1" Valve Software - vrad.exe SSE (Mar 21 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\clint\desktop\program\.vmf maps\ttt_mysteriousswamp_v1.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.00 seconds) 2265 faces 2336030 square feet [336388416.00 square inches] 7 Displacements 501611 Square Feet [72231984.00 Square Inches] sun extent from map=0.000000 sun extent from map=0.000000 16 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) Build Patch/Sample Hash Table(s).....Done<0.0083 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 (15) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 204/8192 2448/98304 ( 2.5%) brushsides 1309/65536 10472/524288 ( 2.0%) planes 1016/65536 20320/1310720 ( 1.6%) vertexes 3883/65536 46596/786432 ( 5.9%) nodes 2256/65536 72192/2097152 ( 3.4%) texinfos 104/12288 7488/884736 ( 0.8%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 7/0 1232/0 ( 0.0%) disp_verts 567/0 11340/0 ( 0.0%) disp_tris 896/0 1792/0 ( 0.0%) disp_lmsamples 142644/0 142644/0 ( 0.0%) faces 2265/65536 126840/3670016 ( 3.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 821/65536 45976/3670016 ( 1.3%) leaves 2261/65536 72352/2097152 ( 3.5%) leaffaces 2561/65536 5122/131072 ( 3.9%) leafbrushes 1188/65536 2376/131072 ( 1.8%) areas 4/256 32/2048 ( 1.6%) surfedges 13703/512000 54812/2048000 ( 2.7%) edges 7500/256000 30000/1024000 ( 2.9%) LDR worldlights 15/8192 1320/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 188/32768 1880/327680 ( 0.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2910/65536 5820/131072 ( 4.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2572892/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 44934/393216 (11.4%) LDR ambient table 2261/65536 9044/262144 ( 3.5%) HDR ambient table 2261/65536 9044/262144 ( 3.5%) LDR leaf ambient 5472/65536 153216/1835008 ( 8.3%) HDR leaf ambient 2261/65536 63308/1835008 ( 3.5%) 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] 1/9576 ( 0.0%) pakfile [variable] 212049/0 ( 0.0%) physics [variable] 77920/4194304 ( 1.9%) physics terrain [variable] 751/1048576 ( 0.1%) Level flags = 0 Total triangle count: 5891 Writing c:\users\clint\desktop\program\.vmf maps\ttt_mysteriousswamp_v1.bsp 19 seconds elapsed Valve Software - vrad.exe SSE (Mar 21 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\clint\desktop\program\.vmf maps\ttt_mysteriousswamp_v1.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.00 seconds) 2265 faces 2336030 square feet [336388416.00 square inches] 7 Displacements 501611 Square Feet [72231984.00 Square Inches] sun extent from map=0.000000 sun extent from map=0.000000 16 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) Build Patch/Sample Hash Table(s).....Done<0.0090 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 (15) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 4/1024 192/49152 ( 0.4%) brushes 204/8192 2448/98304 ( 2.5%) brushsides 1309/65536 10472/524288 ( 2.0%) planes 1016/65536 20320/1310720 ( 1.6%) vertexes 3883/65536 46596/786432 ( 5.9%) nodes 2256/65536 72192/2097152 ( 3.4%) texinfos 104/12288 7488/884736 ( 0.8%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 7/0 1232/0 ( 0.0%) disp_verts 567/0 11340/0 ( 0.0%) disp_tris 896/0 1792/0 ( 0.0%) disp_lmsamples 142644/0 142644/0 ( 0.0%) faces 2265/65536 126840/3670016 ( 3.5%) hdr faces 2265/65536 126840/3670016 ( 3.5%) origfaces 821/65536 45976/3670016 ( 1.3%) leaves 2261/65536 72352/2097152 ( 3.5%) leaffaces 2561/65536 5122/131072 ( 3.9%) leafbrushes 1188/65536 2376/131072 ( 1.8%) areas 4/256 32/2048 ( 1.6%) surfedges 13703/512000 54812/2048000 ( 2.7%) edges 7500/256000 30000/1024000 ( 2.9%) LDR worldlights 15/8192 1320/720896 ( 0.2%) HDR worldlights 15/8192 1320/720896 ( 0.2%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 188/32768 1880/327680 ( 0.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2910/65536 5820/131072 ( 4.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2572892/0 ( 0.0%) HDR lightdata [variable] 2572892/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 44934/393216 (11.4%) LDR ambient table 2261/65536 9044/262144 ( 3.5%) HDR ambient table 2261/65536 9044/262144 ( 3.5%) LDR leaf ambient 5472/65536 153216/1835008 ( 8.3%) HDR leaf ambient 2261/65536 63308/1835008 ( 3.5%) 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] 1/9576 ( 0.0%) pakfile [variable] 212049/0 ( 0.0%) physics [variable] 77920/4194304 ( 1.9%) physics terrain [variable] 751/1048576 ( 0.1%) Level flags = 0 Total triangle count: 5891 Writing c:\users\clint\desktop\program\.vmf maps\ttt_mysteriousswamp_v1.bsp 19 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\ttt_mysteriousswamp_v1.bsp" If you could help me I would be grateful! :)
You're still leaking. Check if the path is heading through a world brush, and if it is, check if that brush is a displacement or func_detail. Neither of these seal off the void, you must use a standard world brush to seal.
[QUOTE=Zanarias;44783609]You're still leaking. Check if the path is heading through a world brush, and if it is, check if that brush is a displacement or func_detail. Neither of these seal off the void, you must use a standard world brush to seal.[/QUOTE] Okay, I just looked really hard for leaks and patched them all since the pointfile does not show anymore, and do I have to change the water type from func_detail to something else? I checked the water and it's a func_detail.
Water should not be func_detail. Select the brush and go Tools > Move to world.
I spotted this right away: [B](in bold)[/B] [QUOTE]Valve Software - vbsp.exe (Mar 21 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) [B]**** leaked **** Entity prop_static (835.00 -1454.00 131.07) leaked![/B] [/QUOTE]
[QUOTE=Gary D;44783752]I spotted this right away: [B](in bold)[/B] Valve Software - vbsp.exe (Mar 21 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Clint\Desktop\Program\.vmf Maps\ttt_mysteriousswamp_v1.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) [B]**** leaked **** Entity prop_static (835.00 -1454.00 131.07) leaked![/B][/QUOTE] So there's a prop_static doing something wrong?
[QUOTE=AlmostPro021;44783787]So there's a prop_static doing something wrong?[/QUOTE] Load the point file or go to those coordinates you'll find the problem
If that doesn't solve anything for you, could you go to Map > Map Properties, then just hit cancel. Take a screenshot of the whole grid after that, and post it here.
[QUOTE=Gary D;44783821]Load the point file or go to those coordinates you'll find the problem[/QUOTE] The pointfile file will not show up anymore, looks like I fixed all the leaks, but it still does not fix the water. The leaks were at a teleport outside the map.
I'm guessing I have to make the water a func_water_analog?
[QUOTE=AlmostPro021;44784717]I'm guessing I have to make the water a func_water_analog?[/QUOTE] Only if you want moving water. Otherwise, leave it as world geometry. Select it and press Ctrl+Shift+W to make it a world brush again. If you're still having issues, please do what I posted earlier.
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