• Water not showing/ creating false leaks.
    4 replies, posted
Recenly Ive been messing with the Lightmaps in order to make my map playable, and recently... My water stopped working! The texture is not showing up on the top and you only know if you are in water if you are under it. It is also giving the graphical problem similar to leaks on the top of the water, but once I go underwater it is gone. What is causing this so I can fix it?
Post the compile log?
Ok. now my Compiling process is crashin now >.< anyways heres what it DID manage to compile: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\severedskullz\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\mymod" "C:\Users\SeveredSkullz\Documents\MyMod" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\SourceMods\mymod\materials Loading C:\Users\SeveredSkullz\Documents\MyMod.vmf Patching WVT material: maps/mymod/nature/blendsandgrass008a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\SeveredSkullz\Documents\MyMod.prt...Building visibility clusters... 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 (1) (2950 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 20 texinfos to 8 Reduced 6 texdatas to 5 (183 bytes to 141) Writing C:\Users\SeveredSkullz\Documents\MyMod.bsp 5 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\severedskullz\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\mymod" -fast "C:\Users\SeveredSkullz\Documents\MyMod" Valve Software - vvis.exe (May 19 2009) fastvis = true 4 threads reading c:\users\severedskullz\documents\MyMod.bsp reading c:\users\severedskullz\documents\MyMod.prt 968 portalclusters 2332 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 937024 Average clusters visible: 968 Building PAS... Average clusters audible: 968 visdatasize:242004 compressed from 247808 writing c:\users\severedskullz\documents\MyMod.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\severedskullz\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\mymod" -noextra "C:\Users\SeveredSkullz\Documents\MyMod" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\severedskullz\documents\MyMod.bsp Setting up ray-trace acceleration structure... Done (0.76 seconds) 2501 faces 16019907 square feet [2306866688.00 square inches] 121 Displacements 3610676 Square Feet [519937440.00 Square Inches] 2501 patches before subdivision 619083 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7 ** Executing... ** Command: Copy File ** Parameters: "C:\Users\SeveredSkullz\Documents\MyMod.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\mymod\maps\MyMod.bsp" [/code] [editline]01:53PM[/editline] Updated it. Letting you know.
change all your lightmaps to 64 and see if it works cause sometimes if u have a really big brush face with a low lightmap it will cause VRAD to stop on "buildvisleafs"
Heh. they were at 32... but ok.
Sorry, you need to Log In to post a reply to this thread.