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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