So i've been working on a map for a while. Essentially its a huge ship that sits in water up to a certian level.
Considering the ship isn't a box, it took quite liberal applications of the cutting tool in order to shape a box of water into the perfect shape for the ship. Meaning i have quite intricate water brushes surrounding the three corners of the ship and the sides.
That's not my problem (as i managed to do those just fine)
The problem, is that the lovely centerpiece of water that was left inside the ship when i was finished cutting. The inner piece was exactly the size of the inside of the ship. So i deleted it to leave the outer water brushes correctly encasing the ship while the inside was dry.
Now for players this is fine, it seems to be a living breathable area were no water exists whatsoever.
But for props and items its a complete other story! Physics props sink or float depending on the material type to the exact height of were the original box of water is. Items such as SMG ammo also float along with crates and debris.
Now as you can imagine for a cargohold full of crates... them all floating on the ceiling completely ruins the point of having a cargohold.
Do you think this is a glitch in hammer? It seemed to happen to a much lesser extent on a previous version of the map (done by someone else). Although it was still noticeable in some areas.
-Tested deleting the brushes encasing the ship. Didn't work
-Tested Moving the map 1000 Units upwards to move the "invisible water" under the map. Didn't work
-Attempted copy/pasting the entire map into a new empty map. But all that happened was it saved an empty map?
-No leaks on my map, no pointfile generated either.
-You don't hear a water sound when in the cargo hold, which i've seen with a similar glitch.
Maybe its a leak. (oh wait.)
On a serious note:
Try posting the compile log.
Compile log here!
[code][quote]
** Executing...
** Command: "c:\program files\steam\steamapps\tokidoki\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\tokidoki\half-life 2\hl2" "C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_60"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\tokidoki\half-life 2\hl2\materials
Loading C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_60.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (243.0, 1410.3, -161.7)
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: Brush 9357:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (243.0, 1387.9, -164.4)
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: Brush 9357:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (243.0, 1406.1, -163.4)
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: Brush 9357:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (245.6, 1420.0, -159.6)
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: Brush 9357:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (243.0, 1375.8, -163.8)
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: Brush 9357:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (247.5, 1024.0, -161.3)
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: Brush 9357: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (241.0, 1421.4, -164.9)
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: Brush 9357:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (241.0, 1481.7, -161.0)
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: Brush 9357:
*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_60.prt...done (1)
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 $bottommaterial
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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) (688469 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 1178 texinfos to 847
Reduced 47 texdatas to 39 (1693 bytes to 1223)
Writing C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_60.bsp
10 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\tokidoki\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\tokidoki\half-life 2\hl2" -fast "C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_60"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_60.bsp
reading c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_60.prt
1878 portalclusters
6684 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (19)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 209043 visible clusters (0.00%)
Total clusters visible: 2556875
Average clusters visible: 1361
Building PAS...
Average clusters audible: 1846
visdatasize:865619 compressed from 901440
writing c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_60.bsp
20 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\tokidoki\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\tokidoki\half-life 2\hl2" -noextra "C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_60"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_60.bsp
8283 faces
60 degenerate faces
2970294 square feet [427722464.00 square inches]
0 displacements
0 square feet [0.00 square inches]
8223 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
35319 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (42)
transfers 4426053, max 1044
transfer lists: 33.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(5760, 5831, 5760)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(693, 523, 460)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(167, 119, 108)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(50, 29, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(16, 10, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0406 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 90/1024 4320/49152 ( 8.8%)
brushes 1061/8192 12732/98304 (13.0%)
brushsides 12317/65536 98536/524288 (18.8%)
planes 20430/65536 408600/1310720 (31.2%)
vertexes 16728/65536 200736/786432 (25.5%)
nodes 6395/65536 204640/2097152 ( 9.8%)
texinfos 847/12288 60984/884736 ( 6.9%)
texdata 39/2048 1248/65536 ( 1.9%)
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 8283/65536 463848/3670016 (12.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5090/65536 285040/3670016 ( 7.8%)
leaves 6486/65536 207552/2097152 ( 9.9%)
leaffaces 9307/65536 18614/131072 (14.2%)
leafbrushes 3382/65536 6764/131072 ( 5.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 64245/512000 256980/2048000 (12.5%)
edges 36527/256000 146108/1024000 (14.3%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 896/32768 8960/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15921/65536 31842/131072 (24.3%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 885260/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 865619/16777216 ( 5.2%)
entdata [variable] 31190/393216 ( 7.9%)
LDR leaf ambient 6486/65536 155664/1572864 ( 9.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 45385/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 688469/4194304 (16.4%)
==== Total Win32 BSP file data space used: 5089431 bytes ====
Total triangle count: 26965
Writing c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_60.bsp
1 minute, 28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_60.bsp" "c:\program files\steam\SteamApps\SourceMods\zombie_master\maps\Zm_[fcfc]_Ship_v7_Alpha_60.bsp"[/quote][/code]
Mind you, its done on fast Vrad/Vvis because i doubt those affect water too much.
Also full of errors, but this map is really quite troublesome so ill get around to fixing them later.
(If you see anything you know how to easily fix, say something lol)
--snip-- too large.
Use interlopers error checker, follow solutions
*cracks knuckles*
it's a leak, in hammer, click map then click Load pointfile, that will create a red line in hammer showing where the Ent bled out, also, where you are cutting the water along the ship (where the ship and water meet) should all be nodrawed.
This will fix your problem.
[QUOTE=laptopman;19393744]THIS USED TO BE A REALLY BIG POST[/QUOTE]
[b]Rated informative[/b]
[QUOTE=omega322;19393764]*cracks knuckles*
it's a leak, in hammer, click map then click Load pointfile, that will create a red line in hammer showing where the Ent bled out, also, where you are cutting the water along the ship (where the ship and water meet) should all be nodrawed.
This will fix your problem.[/QUOTE]
It just keeps saying i can't find some .lin file or whatever, obviously hammer is broken and simply isn't realizing that its leaking right? I guess i could always draw my own red line everywhere and see what happens, or find the leak manually i guess...
Oh wait.
Run it through [url=http://www.interlopers.net/index.php?page=errors]Interlopers error checker[/url] and fix up the problems with the map.
Also, don't use a dx70 texture for the water, it looks like shit.
[QUOTE=Firegod522;19393878]Run it through [url=http://www.interlopers.net/index.php?page=errors]Interlopers error checker[/url] and fix up the problems with the map.
Also, don't use a dx70 texture for the water, it looks like shit.[/QUOTE]
Got invalid brushes, Confusing brushes, and a skybox that doesn't work.
Well i sorta knew all that already. As i said this map is pretty much a PAIN. But im making it work ^.^
The Dx70 was actually water that was below another water brush... sort of a "Beneath" water brush. The other beneath water textures seem to draw this white stuff all over hammer, its terrible. I was using this as a placeholder till i figured out what was what. I really just needed a water brush with nodraw on it.
Nothing here about invisible water though...
*Edit* Oh hey, it looks like those "Beneath" water textures im not supposed to use. Period.... that makes sense as to why they draw white stuff all over hammer.
Water brushes will block leaks from being detected by the compile tools, though the map will still leak. Delete all water brushes and compile the map again and it should make a point file.
[QUOTE=GiGaBiTe;19394272]Water brushes will block leaks from being detected by the compile tools, though the map will still leak. Delete all water brushes and compile the map again and it should make a point file.[/QUOTE]
Oh hey i like that response, you may have possibly solved my problem by actually TELLING me what could be making a leak.
-Testing now (ill be very intrested to know how my square box that i havent moved since i made the map is leaking o-0)
"Zm_[fcfc]_ship_v7_Alpha_60.lin
File not found
Check the file name and try again"
Oh hey! no leaks...
So now that we 100% established that possibly i understand the concept of putting the plug in the bathtub's drain before the water all runs out... what next?
[editline]06:03AM[/editline]
[media][URL=http://img697.imageshack.us/i/noleakshere.png/][IMG]http://img697.imageshack.us/img697/1360/noleakshere.png[/IMG][/URL] [URL=http://g.imageshack.us/img697/noleakshere.png/1/][IMG]http://img697.imageshack.us/img697/noleakshere.png/1/w1280.png[/IMG][/URL][/media]
Ok now that i've drawn a giant nodraw box around my map can we get this notion out of our heads that its a leak? Hell i even drew a nodraw box around HAMMER.
[QUOTE=mack1510;19394344]Ok now that i've drawn a giant nodraw box around my map can we get this notion out of our heads that its a leak? Hell i even drew a nodraw box around HAMMER.[/QUOTE]
If you have to resort to that, your map isn't worth saving. You should NEVER do that under any circumstances.
findportalside: couldn't find a good match for which brush to assign to a portal near (243.0, 1410.3, -161.7)
Is that brush a func_detail cause that can rape you map anally.
You have some solid that's fucked up, go to brush 9357 and delete it
[QUOTE=GiGaBiTe;19394932]If you have to resort to that, your map isn't worth saving. You should NEVER do that under any circumstances.[/QUOTE]
It was simply to prove the map didn't have a leak in it. Honestly the thread isn't even related to the leak invisible water, its more like water that doesn't exist but still does.
This water DOES not exist in hammer. I do not wish for it to stay and there is no leak making it invisible. Leaks don't effect what i see in hammer, and what i see in hammer consists of no water existing in the area i wish it not to exist in.
I want this water gone, I highly doubt that a leak will make random props float for no reason.
[QUOTE=Hazrd24;19395001]You have some solid that's fucked up, go to brush 9357 and delete it[/QUOTE]
Yeah i think i fixed it actually while i was waiting for a response, it no longer exists
Current Compile is
[code]
materialPath: c:\program files\steam\steamapps\tokidoki\half-life 2\hl2\materials
Loading C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_63.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (255.0, 1108.8, -162.5)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
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: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (247.5, 1024.0, -161.3)
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: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (250.2, 1024.0, -168.2)
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: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (243.0, 1096.7, -171.8)
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: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (243.0, 1286.0, -165.7)
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: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (239.0, 1175.7, -177.3)
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: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (241.0, 1164.6, -173.3)
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: Brush 114492:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (241.0, 1199.2, -171.9)
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: Brush 114492:
*** Suppressing further FindPortalSide errors.... ***
0...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_63.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 to build the default cubemap!
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) (690681 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 1177 texinfos to 846
Reduced 47 texdatas to 38 (1777 bytes to 1197)
Writing C:\Users\Tokidoki\Desktop\More dots!\Tools\Hammer\Zm_[fcfc]_Ship_v7_Alpha_63.bsp
7 seconds elapsed
2 threads
reading c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_63.bsp
reading c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_63.prt
1882 portalclusters
6755 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 201968 visible clusters (0.00%)
Total clusters visible: 2585788
Average clusters visible: 1373
Building PAS...
Average clusters audible: 1850
visdatasize:875070 compressed from 903360
writing c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_63.bsp
14 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_63.bsp
8246 faces
55 degenerate faces
2956036 square feet [425669280.00 square inches]
0 displacements
0 square feet [0.00 square inches]
8191 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
33547 patches after subdivision
3 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4418456, max 1044
transfer lists: 33.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(39663, 17300, 11143)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3055, 1055, 618)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(593, 190, 123)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(141, 40, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(39, 11, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(12, 3, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(4, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0120 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 91/1024 4368/49152 ( 8.9%)
brushes 1066/8192 12792/98304 (13.0%)
brushsides 12344/65536 98752/524288 (18.8%)
planes 20500/65536 410000/1310720 (31.3%)
vertexes 16819/65536 201828/786432 (25.7%)
nodes 6429/65536 205728/2097152 ( 9.8%)
texinfos 846/12288 60912/884736 ( 6.9%)
texdata 38/2048 1216/65536 ( 1.9%)
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 8246/65536 461776/3670016 (12.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5096/65536 285376/3670016 ( 7.8%)
leaves 6521/65536 208672/2097152 (10.0%)
leaffaces 9279/65536 18558/131072 (14.2%)
leafbrushes 3727/65536 7454/131072 ( 5.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 64204/512000 256816/2048000 (12.5%)
edges 36507/256000 146028/1024000 (14.3%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 906/32768 9060/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16335/65536 32670/131072 (24.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 846320/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 875070/16777216 ( 5.2%)
entdata [variable] 31335/393216 ( 8.0%)
LDR leaf ambient 6521/65536 156504/1572864 (10.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 45862/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 690681/4194304 (16.5%)
==== Total Win32 BSP file data space used: 5068118 bytes ====
Total triangle count: 27002
Writing c:\users\tokidoki\desktop\more dots!\tools\hammer\Zm_[fcfc]_Ship_v7_Alpha_63.bsp
1 minute, 26 seconds elapsed[/code]
Keep deleting the brushes until you win(aka brush 114492)
[QUOTE=Hazrd24;19395289]Keep deleting the brushes until you win(aka brush 114492)[/QUOTE]
oh i will, but ill never win.
I made the hull of the ship with 2 blocks and over 100 clips in different places. Upon making them hollow they were error ridden deathtraps. Honestly you should have seen the first compile log!
*Edit* Problem solved! or sort of!
The original piece i took out of the hull still existed (because i had moved it way up to the top of the map and later planned to use it as water to fill the hull when the ship sank.
It seems deleting this deleted the phantom water... even though it was about 10,000 units off to the side.
Why didn't you just make a hole in the side of the ship and use one big water brush that flooded the lower decks?
[QUOTE=CoolCorky;19398967]Why didn't you just make a hole in the side of the ship and use one big water brush that flooded the lower decks?[/QUOTE]
because it's a zombie master map, and that sort of stuff is usually controlled by an event.
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