Hello guys ! So , I´ve been facing a problem in hammer that the water is invisible . I know that , this is usually related to leaks , but i dont have any on my map (Already checked Pointfile etc ) . I also already tryed interlopers , but no errors . Here is my compile log :
[CODE]** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Documents\rp_city4_b4.vmf"
Valve Software - vbsp.exe (Aug 30 2013)
8 threads
materialPath: D:\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Tiago\Documents\rp_city4_b4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_city4_b4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/rp_city4_b4/nature/infblendgrassdirt001a_wvt_patch
Patching WVT material: maps/rp_city4_b4/de_chateau/groundd_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1094 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\Tiago\Documents\rp_city4_b4.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
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) (2413978 bytes)
Error! prop_static using model "models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lockers001a.mdl"!
Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturebathtub001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 18855 texinfos to 8224
Reduced 1867 texdatas to 1363 (91923 bytes to 69013)
Writing C:\Users\Tiago\Documents\rp_city4_b4.bsp
9 seconds elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Tiago\Documents\rp_city4_b4"
Valve Software - vvis.exe (Aug 27 2013)
fastvis = true
8 threads
reading c:\users\tiago\documents\rp_city4_b4.bsp
reading c:\users\tiago\documents\rp_city4_b4.prt
9375 portalclusters
30032 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (17)
Optimized: 6907311 visible clusters (10.97%)
Total clusters visible: 62981563
Average clusters visible: 6718
Building PAS...
Vismap expansion overflow
** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Tiago\Documents\rp_city4_b4"
Valve Software - vrad.exe SSE (Sep 16 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\users\tiago\documents\rp_city4_b4.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.92 seconds)
33532 faces
11 degenerate faces
5177122 square feet [745505600.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
173 direct lights
BuildFacelights: 0...1...2...3 warning - face vectors parallel to face normal. bad lighting will be produced
no samples 10601
...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0488 sec>
FinalLightFace: 0...1...2...3 warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 1 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 61/1024 2928/49152 ( 6.0%)
brushes 6552/8192 78624/98304 (80.0%)
brushsides 48936/65536 391488/524288 (74.7%)
planes 32320/65536 646400/1310720 (49.3%)
vertexes 56226/65536 674712/786432 (85.8%) VERY FULL!
nodes 18698/65536 598336/2097152 (28.5%)
texinfos 8224/12288 592128/884736 (66.9%)
texdata 1363/2048 43616/65536 (66.6%)
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 33532/65536 1877792/3670016 (51.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 17884/65536 1001504/3670016 (27.3%)
leaves 18760/65536 600320/2097152 (28.6%)
leaffaces 41076/65536 82152/131072 (62.7%)
leafbrushes 16938/65536 33876/131072 (25.8%)
areas 7/256 56/2048 ( 2.7%)
surfedges 233317/512000 933268/2048000 (45.6%)
edges 139594/256000 558376/1024000 (54.5%)
LDR worldlights 173/8192 15224/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 3276/32768 32760/327680 (10.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 59520/65536 119040/131072 (90.8%) VERY FULL!
cubemapsamples 66/1024 1056/16384 ( 6.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17102872/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 270295/393216 (68.7%)
LDR ambient table 18760/65536 75040/262144 (28.6%)
HDR ambient table 18760/65536 75040/262144 (28.6%)
LDR leaf ambient 70731/65536 1980468/1835008 (107.9%) VERY FULL!
HDR leaf ambient 18760/65536 525280/1835008 (28.6%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 1/0 12/0 ( 0.0%)
occluder vert ind 4/0 16/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/60594 ( 0.0%)
pakfile [variable] 7573019/0 ( 0.0%)
physics [variable] 2413978/4194304 (57.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 94525
Writing c:\users\tiago\documents\rp_city4_b4.bsp
41 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tiago\Documents\rp_city4_b4.bsp" "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\rp_city4_b4.bsp"[/CODE]
Any ideia on what i could be ? Thanks !
*Sorry For My Bad enlgish
** I already posted a topic about it , But i redesigned my map trying to solve this , but no sucess .
Vismap expansion overflow
if I recall water depends on vis for its reflections along with the cubemap which might be why you're not seeing it.
At any rate this error is pretty serious. Don't run vis with -fast it's usually the first cause for this bug on big maps, run vis in minimum normal mode. If it still appears func_detail all the non critical geometry and place visclusters in big empty spaces.
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