Version English :
Hello, I have a problem in my map, When I compile my map I have water that disappears and a ladder and buildings that bugs!
Big problem because yet having no hole in my maps and no texture buger!
Here are some screen:
Water problem:
http://prntscr.com/j25fca
Problem of the ladder:
http://prntscr.com/j25gsk
Building problem:
http://prntscr.com/j25fu9
I made a compilation with his options:
http://prntscr.com/j25hyc
Thank you in advance for your answer!
Version Française :
Bonjour, j'ai un problème au niveau de ma map, Quand je compile ma map j'ai l'eau qui disparait ainsi que une échelle et des batiments qui bugs !
Gros problème car pourtant ayant aucun trou dans ma maps et aucunne texture buger !
Voici quelques screen :
Problème de l'eau :
http://prntscr.com/j25fca
Problème de l'échelle :
http://prntscr.com/j25gsk
Problème de bâtiments :
http://prntscr.com/j25fu9
J'ai fait une compilation avec ses options :
http://prntscr.com/j25hyc
Merci d'avance pour vos réponse !
Post your compile log
http://anonfile.com/V5Oebae5be/ares_fa.log
The compile log states it cannot find the model file for the ladder, which may have to do with it being the wrong entity type (static instead of dynamic, it can happen) or simply a misspelling. Aside from that there is a great deal of missing detail-props for your ground displacements which fill half the log so that also might be part of it.
As for the water I will quote a subsection of the VDC article on water
There may be only one water level height in a PVS if the water is expensive.
"Expensive" and "cheap" water may not be used simultaneously in the same PVS.
The water's surface should never slope in the Z-axis; it should always be parallel to the horizon line in a map.
Water is created by applying a water material to the top-most surface of a brush, while covering the remaining faces with the tools\toolsnodraw material.
The water_lod_control entity controls the distance at which expensive water transitions into cheap water.
An env_cubemap entity must be present for the water surface to render properly on sub-DX9 hardware.
Areaportals may never cross the water surface.
Water does not seal the map.
Water does not work with brush entities, and should not be attached to an entity. Water brushes included in any brush entity will not render correctly. The only exception is func_water_analog.
Unfortunately errors with water and portal flow never really appear in the log files so you have to do a lot of trial and error. I bolded the first on the list because your map seems to have rivers and is quite open so it might be worth looking into whether or not all of the water in the map is at the same height.
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