I've been having a strange problem with the skybox and water in the last couple maps ive been working on, and it hasnt happened in the past, its a problem that seem to have just cropped up with the latest two maps.
basically the water, whether its expensive or cheap is not rendering properly, it looks like the smearing map 'leak' effect
and the skybox will go black at seemingly random angles and directions
i KNOW there aren't any actual leaks on the map, so that's not the problem
ive tried countless tweaks, remaking the skybox, double checking to make sure all the walls meet, etc etc etc, but im just dumbfounded at this point
am i missing something? (again this isnt my first map or anything, i have never had this problem before)
Post the compile log. Also we have 2 question mega threads.
[QUOTE=Firegod522;32962905]Post the compile log. Also we have 2 question mega threads.[/QUOTE]
ah, yes forgot about the megathread (some question jsut seem to get lost and ignored in those btw....)
[QUOTE]** Executing...
** Command: "c:\program files (x86)\steam\steamapps\gnoblin\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.vmf"
Valve Software - vbsp.exe (Oct 17 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (3584.00 1920.00 304.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0 2048.0 28.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0 3072.0 28.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 2560.0 28.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 2048.0 28.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 2560.0 -56.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 2560.0 772.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 2560.0 856.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 3072.0 28.0)
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.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) (83352 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 79 texinfos to 52
Reduced 17 texdatas to 14 (431 bytes to 334)
Writing C:\Program Files (x86)\Steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\gnoblin\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod" -fast "C:\Program Files (x86)\Steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36"
Valve Software - vvis.exe (Oct 17 2011)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.bsp
reading c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\gnoblin\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod" -noextra "C:\Program Files (x86)\Steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36"
Valve Software - vrad.exe SSE (Oct 17 2011)
Valve Radiosity Simulator
8 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'c:\program files (x86)\steam\steamapps\gnoblin\sourcesdk\bin\orangebox\bin\lights.rad']
[6 texlights parsed from 'c:\program files (x86)\steam\steamapps\gnoblin\sourcesdk\bin\orangebox\bin\lights.rad']
Loading c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.11 seconds)
2109 faces
2002667 square feet [288384064.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0175 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 234/8192 2808/98304 ( 2.9%)
brushsides 1404/65536 11232/524288 ( 2.1%)
planes 510/65536 10200/1310720 ( 0.8%)
vertexes 2974/65536 35688/786432 ( 4.5%)
nodes 1438/65536 46016/2097152 ( 2.2%)
texinfos 52/12288 3744/884736 ( 0.4%)
texdata 14/2048 448/65536 ( 0.7%)
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 2109/65536 118104/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 791/65536 44296/3670016 ( 1.2%)
leaves 1453/65536 46496/2097152 ( 2.2%)
leaffaces 2720/65536 5440/131072 ( 4.2%)
leafbrushes 652/65536 1304/131072 ( 1.0%)
areas 5/256 40/2048 ( 2.0%)
surfedges 12717/512000 50868/2048000 ( 2.5%)
edges 7280/256000 29120/1024000 ( 2.8%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 244/32768 2440/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3387/65536 6774/131072 ( 5.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1427860/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 9075/393216 ( 2.3%)
LDR ambient table 1453/65536 5812/262144 ( 2.2%)
HDR ambient table 1453/65536 5812/262144 ( 2.2%)
LDR leaf ambient 12374/65536 346472/1835008 (18.9%)
HDR leaf ambient 1453/65536 40684/1835008 ( 2.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105987/0 ( 0.0%)
physics [variable] 83352/4194304 ( 2.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 5335
Writing c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.bsp
8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\gnoblin\garrysmod\garrysmod\maps\vmf\test36.bsp" "c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod\maps\test36.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files (x86)\steam\steamapps\gnoblin\garrysmod\garrysmod" +map "test36"[/QUOTE]
im assuming these errors are the problem
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 2560.0 28.0)
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:
after googling, however, all im coming up with is that either there is a leak or the skybox is the wrong brush type, however there isnt anything different about how i made this skybox compared to any others that have worked in the past
Redo all brushes near "6144.0 2560.0 28.0". These are coordinates, and think there's a "jump to coordinate" button under the "View" tab in hammer
You know you don't have a leak, but you do? How about fixing it first? Click map - load pointfile in the top bar, load the yourmap.lin file, follow the red line and seal the leak.
If the logs say you have a leak, you have a leak
[QUOTE=SSBMX;32963651]If the logs say you have a leak, you have a leak[/QUOTE]
the .lin file doesnt leave the area surrounded by the skybox, the red line is completely enclosed
[QUOTE=Temreki;32963724]the .lin file doesnt leave the area surrounded by the skybox, the red line is completely enclosed[/QUOTE]
If you get a lin file you have a leak. Are those brushes entities, displacements or water?
[QUOTE=IronPhoenix;32963762]If you get a lin file you have a leak. Are those brushes entities, displacements or water?[/QUOTE]
its literally completely within the skybox, i made a giant cube skybox (i know you should avoid that for efficiency's sake) after i started having problems, just to make sure there would be no leaks; and it was made by make a cube and hollowing it out, so all the sides met properly of course
and those coords in the errors lead to points randomly outside the skybox
might be that there is an origin outside the skybox.
[QUOTE=IronPhoenix;32963938]might be that there is an origin outside the skybox.[/QUOTE]
double checked, nope, the only thing outside the skybox surrounding the level is the smaller 'actual' skybox cube with the sky camera inside it
Paste everything in a new .vmf
[QUOTE=Firegod522;32967376]Paste everything in a new .vmf[/QUOTE]
no change unfortunately
[QUOTE=Temreki;32964351]double checked, nope, the only thing outside the skybox surrounding the level is the smaller 'actual' skybox cube with the sky camera inside it[/QUOTE]
And is the 3d skybox completely enclosed?
Don't forget areaportals that don't enclose an area also cause leaks.
yes, and yes, the current skybox is basically a strong-arm approach, it's literally a giant cube that I use the "hollow" tool on and there aren't any area portals on the map, it's still in very early stages of being made.
I'm certainly not a pro mapper, but I'm not new either, I have double checked all of these things ten times over, and even remade the skybox several times, it just doesn't make sense
:suicide:
come to think of it, this only started happening after the recent patches that broke, then fixed Hammer, maybe that has some connection?
Don't use hollow.
[QUOTE=Zovox;32987579]Don't use hollow.[/QUOTE]
OK then, How do you suggest he does it? Because the Dev wiki suggests hollow.
[QUOTE=Zovox;32987579]Don't use hollow.[/QUOTE]
there is nothing wrong using the hollow tool that way.
ok, so i put that map on hold and am working on an entirely different map for now, but a problem is still there
basically, the entire map is enclosed in glass, and then the skybox is on the outside of that glass
the bottom half of the sky isn't being rendered however
screenshot:
[IMG]http://i.imgur.com/Xuske.jpg[/IMG]
this is skybox sky_day03_03, so there shouldn't be a clean line dividing the sky from the 'ground' in the skybox texture, not to mention the ground is not even that color
pic from developer community: [IMG]http://developer.valvesoftware.com/w/images/0/0a/Sky_day03_03.jpg[/IMG]
BUT, as you can see in Hammer, the skybox fully covers the view behind the glass
screenshot:
[IMG]http://i.imgur.com/iLl5z.jpg[/IMG]
once again, ive double checked everything and there just isn't anything I can see that would be causing this
compile log: [URL="http://pastebin.com/n8a6in80"]http://pastebin.com/n8a6in80[/URL]
as you can see this time there isn't even a leak error, but the graphics are still glitching
You're using the wrong skybox texture. Use tools/skybox and see if that does anything for you. Also make sure those windows are func_detail.
[QUOTE=Firegod522;33033358]You're using the wrong skybox texture. Use tools/skybox and see if that does anything for you. Also make sure those windows are func_detail.[/QUOTE]
the windows are func_detail, and i switched to the other skybox texture, and now the entire skybox refuses to render
Do you have a 3d skybox?
[QUOTE=Firegod522;33034280]Do you have a 3d skybox?[/QUOTE]
yes, of course, :suicide:
i'm sure from your perspective its probably a simple error, and i hope it is, but i have tried everything, and these things continue to happen on all the maps I make
and I have made several maps in the past, none of them ever ran into these kind of problems
again it seems to have started happening after the the patches that broke, then fixed, Hammer recently
[34.WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.] not related to the skybox, but look out with displ power 4.
and compiling with fast vis can give glitches /errors.
have you tried compiling the map in a normal ep2 config ??, because i see alot off posting on problems with the gmod config.
[url]http://www.facepunch.com/threads/1134243[/url]
[QUOTE=Temreki;33034906]yes, of course, :suicide:
i'm sure from your perspective its probably a simple error, and i hope it is, but i have tried everything, and these things continue to happen on all the maps I make
and I have made several maps in the past, none of them ever ran into these kind of problems
again it seems to have started happening after the the patches that broke, then fixed, Hammer recently[/QUOTE]
Be sure you don't still have a leak.
if you still have problems you can try compiling with this [url]http://developer.valvesoftware.com/wiki/Batch_Compile_Tool[/url]
Sorry, you need to Log In to post a reply to this thread.