• The water bug after compiling ! - Need Help In Hammer
    14 replies, posted
Hi, After compiling my map, my water desapear :/ (but the texutre stay, for exemple if I move a car in this one, the car break ..) For optimise the water, I have recover this one by a "func_visculter" Can someone know why that do that ? Screens : https://i.goopics.net/KayE0.jpg https://i.goopics.net/QejX3.jpg https://i.goopics.net/em57P.png Thanks and have a nice day
Pretty sure visibility related entities (visclusters and areaportals) can cause problems when used in water. Maybe you shouldn't use a viscluster there.
In my last versions, this func_visculter don't cause this problems :/ I gonna try without .. The compilation time gonna be more longer no ?
The brush should not cross the surface of a water material or an areaportal.
if you use func_viscluster with water and the viscluster brush crosses the water you need to put a viscluster brush under the surface of the water too
alright realy thanks !
Hi, I try all of your proposition: Delete func_viculter, not cross water and visculter ..... but the problem stay ! I think a option is disable or something ... Maybe hammer have a bug and don't want to compile my water back ? xD (I try to change the texture too ....)
can you post your compile log?
you shouldn't really need a viscluster brush to be in the water, I usually build visclusters around everything including water. func_viscluster only helps the VVIS part of compiling, VRAD and VBSP are unaffected by visclustering
Hi ! sorry for the time how can I publish my logs pls ? @joeyjumper @The_HAVOK If I don't use visculter, My VVIS step take a very lonnng time :/ So I prefere to use it ^^'
https://pastebin.com/ are you only putting the visclusters in the water? to clarify, I mean building visclusters everywhere except inside a water brush
Hmm, There is 2 Visculters, One in the water and one in the rest of the area
sometimes light rays will fail to go through visportals and thsi can be helped by removing the offending visportals with func_visclusters *reads the compile log* you can place your compile log in Interlopers.net Placing detail props : 0...1...2...3...4...5...6...7...8...9.Error! Too many detail props emitted on this map! (64K max!)n Error! Too many detail props emitted on this map! Description: The amount of detail props (the grasses and such that automatically appear on displacements with certain textures) has exceeded the maximum number of allowable detail props. Solution: Either reduce the amount of textures/displacements which cause these props to appear, or edit the texture's vmt's to decrease the number of detail props those textures emit. See also: WIKI: Displacement grass WIKI: detail props This error will cause your map to fail compiling completely
func_viscluster needs to be built around solid geometry, if a solid brush intersects with a func_viscluster it will cause visibility issues, in your case everything intersects with a func_viscluster because you only have 2 if I understand what you said correctly... check out (HCC) HAVOK's Custom Map Compilers if you need better compilers, they include a significantly higher max detail prop limit.
hmmm Ok ! Thanks for your help I gonna try the two solutions and tell you soon if anyone work !
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