Water + Fog = No water?

Hello, i’m making a map with physic bridge(like phys_bridge), map includes 2 bases, dead and alive, very long at height, but i got 1 nasty problem, when i use fog on map, water just disappears from map(visually), if you’re in the water, you can see it normally, but when you’re out of it, it just disappears from View, can someone help?
Water Lod controller set to: 10000-20000

Got a leak?

No, no leaks in skybox :|. This only happens when i put fog on map, when there is no fog on map, water is fine.

it should be fine unless you put your fog entity outside the skybox.

Post your compile log anyway

** Executing…
** Command: “c:\program files\steam\steamapps\gordonfreeman1995\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2” “C:\Games\Half-Life\Hammer\phys_dead_canyon_b17”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2\materials
Loading C:\Games\Half-Life\Hammer\phys_dead_canyon_b17.vmf
Patching WVT material: maps/phys_dead_canyon_b17/nature/blenddirtgrass008b_wvt_patch
Patching WVT material: maps/phys_dead_canyon_b17/nature/blenddirtmud01_wvt_patch
Patching WVT material: maps/phys_dead_canyon_b17/nature/blendrockdirt007d_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity func_button (-14161.20 -12648.00 592.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (10752.0 4096.0 621.3)
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 (11264.0 3584.0 621.3)
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 (9728.0 4096.0 621.3)
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 (8704.0 4096.0 621.3)
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 (7168.0 3584.0 -3627.8)
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 (7168.0 3584.0 -1572.6)
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 (7168.0 3584.0 2643.4)
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 (7168.0 3584.0 5763.4)
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:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 434 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.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) (250603 bytes)
Placing detail props : 0…1…2…3…4…5…6.Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
…7…8…9…10
Compacting texture/material tables…
Reduced 1956 texinfos to 998
Reduced 134 texdatas to 93 (5289 bytes to 3700)
Writing C:\Games\Half-Life\Hammer\phys_dead_canyon_b17.bsp
6 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\gordonfreeman1995\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2” “C:\Games\Half-Life\Hammer\phys_dead_canyon_b17”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\games\half-life\hammer\phys_dead_canyon_b17.bsp
reading c:\games\half-life\hammer\phys_dead_canyon_b17.prt
LoadPortals: couldn’t read c:\games\half-life\hammer\phys_dead_canyon_b17.prt

** Executing…
** Command: “c:\program files\steam\steamapps\gordonfreeman1995\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2” “C:\Games\Half-Life\Hammer\phys_dead_canyon_b17”

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\games\half-life\hammer\phys_dead_canyon_b17.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (2.41 seconds)
4767 faces
6226708 square feet [896646016.00 square inches]
32 Displacements
297489 Square Feet [42838500.00 Square Inches]
sun extent from map=0.000000
17 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face at (-3352.000000, 3715.359863, 311.856995)
.
WARNING: Too many light styles on a face at (-3512.000000, 3712.721680, 343.805817)
…1.
WARNING: Too many light styles on a face at (-3480.000000, 3687.635010, 308.717102)
…2…3…4.
WARNING: Too many light styles on a face at (-3779.250000, 3293.000000, 306.414001)

WARNING: Too many light styles on a face at (-3747.250000, 3341.000000, 306.414001)

WARNING: Too many light styles on a face at (-3571.250000, 3433.524902, 306.414001)

WARNING: Too many light styles on a face at (-3584.064941, 3449.680176, 306.414001)

WARNING: Too many light styles on a face at (-3491.250000, 3677.000000, 306.414001)

WARNING: Too many light styles on a face at (-3304.000000, 3437.050049, 440.000000)

WARNING: Too many light styles on a face at (-3176.000000, 2080.580078, 504.000000)

WARNING: Too many light styles on a face at (-3372.317627, 2097.560059, 420.254669)

WARNING: Too many light styles on a face at (-3452.160156, 2080.580078, 482.098999)

WARNING: Too many light styles on a face at (-3491.250000, 2413.000000, 306.414001)

WARNING: Too many light styles on a face at (-3535.877686, 2377.645996, 306.414001)

WARNING: Too many light styles on a face at (-3539.250000, 2509.000000, 306.414001)

WARNING: Too many light styles on a face at (-3614.179688, 2328.920898, 306.414001)

WARNING: Too many light styles on a face at (-3545.710449, 2607.244629, 306.414001)

WARNING: Too many light styles on a face at (-3695.482178, 2282.090332, 306.414001)

WARNING: Too many light styles on a face at (-3571.656738, 2621.307129, 306.414001)

WARNING: Too many light styles on a face at (-3676.245361, 2613.609131, 306.414001)

WARNING: Too many light styles on a face at (-3603.606689, 2621.316895, 306.414001)
5.
WARNING: Too many light styles on a face at (-3715.250000, 2046.900024, 306.414001)
…6.
WARNING: Too many light styles on a face at (-3731.385986, 1877.952881, 306.713989)

WARNING: Too many light styles on a face at (-3670.491699, 1982.695068, 306.713989)
…7…8…
WARNING: Too many light styles on a face at (-3461.749756, 2076.770020, 466.315247)

WARNING: Too many light styles on a face at (-3680.350586, 2076.770020, 306.314697)

WARNING: Too many light styles on a face at (-3370.060059, 2099.129883, 417.501709)

WARNING: Too many light styles on a face at (-3383.060059, 2099.129883, 417.501709)

WARNING: Too many light styles on a face at (-3395.060059, 2099.129883, 417.697601)
9…
WARNING: Too many light styles on a face at (-3416.000000, 3712.721436, 343.805756)

WARNING: Too many light styles on a face at (-3400.000000, 3717.750000, 392.000000)
10 (26)
Build Patch/Sample Hash Table(s)…Done<0.1081 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (8)
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 (39)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 243/1024 11664/49152 (23.7%)
brushes 552/8192 6624/98304 ( 6.7%)
brushsides 4248/65536 33984/524288 ( 6.5%)
planes 5566/65536 111320/1310720 ( 8.5%)
vertexes 7454/65536 89448/786432 (11.4%)
nodes 3420/65536 109440/2097152 ( 5.2%)
texinfos 998/12288 71856/884736 ( 8.1%)
texdata 93/2048 2976/65536 ( 4.5%)
dispinfos 32/0 5632/0 ( 0.0%)
disp_verts 2592/0 51840/0 ( 0.0%)
disp_tris 4096/0 8192/0 ( 0.0%)
disp_lmsamples 552044/0 552044/0 ( 0.0%)
faces 4767/65536 266952/3670016 ( 7.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2437/65536 136472/3670016 ( 3.7%)
leaves 3664/65536 117248/2097152 ( 5.6%)
leaffaces 5578/65536 11156/131072 ( 8.5%)
leafbrushes 1673/65536 3346/131072 ( 2.6%)
areas 6/256 48/2048 ( 2.3%)
surfedges 31323/512000 125292/2048000 ( 6.1%)
edges 17129/256000 68516/1024000 ( 6.7%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 378/32768 3780/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5883/65536 11766/131072 ( 9.0%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10591796/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 208961/393216 (53.1%)
LDR ambient table 3664/65536 14656/262144 ( 5.6%)
HDR ambient table 3664/65536 14656/262144 ( 5.6%)
LDR leaf ambient 12101/65536 338828/1835008 (18.5%)
HDR leaf ambient 3664/65536 102592/1835008 ( 5.6%)
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] 1/12058 ( 0.0%)
pakfile [variable] 365379/0 ( 0.0%)
physics [variable] 250603/4194304 ( 6.0%)
physics terrain [variable] 10014/1048576 ( 1.0%)

Level flags = 0

Total triangle count: 12024
Writing c:\games\half-life\hammer\phys_dead_canyon_b17.bsp
1 minute, 17 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Games\Half-Life\Hammer\phys_dead_canyon_b17.bsp” "c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2\maps\phys_dead_canyon_b17.bsp

these are problems.

run the compile log through the interlopers compile checker, it will tell you what the problem is and how to fix it.

Even though I can barely understand compile logs it’s clear there’s errors in that.

Most of the problems are caused by the leak, so fix the leak and you should be fine.

As stated by people before me, you do, indeed, have a leak. Map -> Load Pointfile and follow the red line through the leak. Remember that brush based entities like func_brushes and func_details don’t seal the void. Neither do displacements nor water.

Weird, but that redline is out of skybox, near map’s end(in void), and there is nothing near red line oO

[editline]10:13PM[/editline]

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (9728.0 4096.0 621.3)

Erhm, what does this mean and how to fix it? >> Thx for help btw.

[editline]10:13PM[/editline]

Sorry for being total noob, but what’s interlopers compile checker and where can i get it?

Doesn’t matter. The problem is the leak.

It’s caused by the leak, as I said. The compiler has a really hard time calculating portals if you have a leak, like visleafs for example.

If the red line is outside the skybox, either you haven’t sealed the map properly, entities like props, trigger and func_ entities does NOT seal your map, also displacements do NOT seal the map. And check if you haven’t accidently put an entity outside your map, in the “void”.

Also check for entity origins on stuff like func_door_rotating being outside the map.

As i said, there is nothing near red line + i’ve checked, i’ve only 2 special places outside

Select everything in your map and look for any entity origins that are in the void.

Nothing outside :expressionless:

[editline]09:24PM[/editline]

Update: Fixed leaks, thx hidden, but problem with fog and water sitll exists.

New compile log please.

** Executing…
** Command: “c:\program files\steam\steamapps\gordonfreeman1995\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2” “C:\Games\Half-Life\Hammer\phys_dead_canyon_b18”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2\materials
Loading C:\Games\Half-Life\Hammer\phys_dead_canyon_b18.vmf
Patching WVT material: maps/phys_dead_canyon_b18/nature/blenddirtgrass008b_wvt_patch
Patching WVT material: maps/phys_dead_canyon_b18/nature/blenddirtmud01_wvt_patch
Patching WVT material: maps/phys_dead_canyon_b18/nature/blendrockdirt007d_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 (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 434 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Games\Half-Life\Hammer\phys_dead_canyon_b18.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10*.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 (2) (247407 bytes)
Placing detail props : 0…1…2…3…4…5…6Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
.Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
…7…8…9…10
Compacting texture/material tables…
Reduced 1922 texinfos to 985
Reduced 136 texdatas to 93 (5406 bytes to 3775)
Writing C:\Games\Half-Life\Hammer\phys_dead_canyon_b18.bsp
7 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\gordonfreeman1995\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2” “C:\Games\Half-Life\Hammer\phys_dead_canyon_b18”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\games\half-life\hammer\phys_dead_canyon_b18.bsp
reading c:\games\half-life\hammer\phys_dead_canyon_b18.prt
653 portalclusters
1904 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (259)
Optimized: 454 visible clusters (0.00%)
Total clusters visible: 238216
Average clusters visible: 364
Building PAS…
Average clusters audible: 559
visdatasize:97666 compressed from 114928
writing c:\games\half-life\hammer\phys_dead_canyon_b18.bsp
4 minutes, 19 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\gordonfreeman1995\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2” “C:\Games\Half-Life\Hammer\phys_dead_canyon_b18”

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\games\half-life\hammer\phys_dead_canyon_b18.bsp
Setting up ray-trace acceleration structure… Done (3.04 seconds)
4533 faces
6108195 square feet [879580160.00 square inches]
38 Displacements
1098223 Square Feet [158144208.00 Square Inches]
4533 patches before subdivision
zero area child patch
119777 patches after subdivision
sun extent from map=0.000000
17 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face at (-3352.000000, 3715.359863, 311.856995)
.
WARNING: Too many light styles on a face at (-3512.000000, 3712.721680, 343.805817)
…1.
WARNING: Too many light styles on a face at (-3480.000000, 3687.635010, 308.717102)
…2…3…
WARNING: Too many light styles on a face at (-3400.000000, 3723.359863, 311.856995)
4
WARNING: Too many light styles on a face at (-3667.250000, 3389.000000, 306.414001)

WARNING: Too many light styles on a face at (-3555.250000, 3433.524902, 306.414001)

WARNING: Too many light styles on a face at (-3584.064941, 3449.680176, 306.414001)

WARNING: Too many light styles on a face at (-3491.250000, 3677.000000, 306.414001)

WARNING: Too many light styles on a face at (-3676.245361, 2613.609131, 306.414001)

WARNING: Too many light styles on a face at (-3603.606689, 2621.316895, 306.414001)

WARNING: Too many light styles on a face at (-3571.656738, 2621.307129, 306.414001)

WARNING: Too many light styles on a face at (-3545.710449, 2607.244629, 306.414001)

WARNING: Too many light styles on a face at (-3539.250000, 2509.000000, 306.414001)

WARNING: Too many light styles on a face at (-3491.250000, 2413.000000, 306.414001)
.
WARNING: Too many light styles on a face at (-3160.000000, 2080.580078, 504.000000)

WARNING: Too many light styles on a face at (-3372.317627, 2097.560059, 420.254669)

WARNING: Too many light styles on a face at (-3452.150146, 2080.580078, 482.098999)

WARNING: Too many light styles on a face at (-3699.250000, 2363.959961, 306.414001)

WARNING: Too many light styles on a face at (-3699.250000, 2074.290039, 306.414001)
5
WARNING: Too many light styles on a face at (-3715.250000, 2046.900024, 306.414001)
…6
WARNING: Too many light styles on a face at (-3731.385986, 1877.952881, 306.713989)
.
WARNING: Too many light styles on a face at (-3670.491699, 1982.695068, 306.713989)
…7…8…
WARNING: Too many light styles on a face at (-3461.749756, 2076.770020, 466.315247)
.
WARNING: Too many light styles on a face at (-3680.350586, 2076.770020, 306.314697)

WARNING: Too many light styles on a face at (-3370.060059, 2099.129883, 417.501709)

WARNING: Too many light styles on a face at (-3383.060059, 2099.129883, 417.501709)

WARNING: Too many light styles on a face at (-3395.060059, 2099.129883, 417.697601)
9…
WARNING: Too many light styles on a face at (-3416.000000, 3712.721436, 343.805756)

WARNING: Too many light styles on a face at (-3400.000000, 3717.750000, 392.000000)
10 (23)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (27)
transfers 10053188, max 647
transfer lists: 76.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(14295, 13246, 10478)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(1067, 966, 715)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(84, 71, 43)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(8, 7, 4)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s)…Done<0.1352 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (19)
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 (31)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 241/1024 11568/49152 (23.5%)
brushes 544/8192 6528/98304 ( 6.6%)
brushsides 4198/65536 33584/524288 ( 6.4%)
planes 5492/65536 109840/1310720 ( 8.4%)
vertexes 6776/65536 81312/786432 (10.3%)
nodes 2733/65536 87456/2097152 ( 4.2%)
texinfos 985/12288 70920/884736 ( 8.0%)
texdata 93/2048 2976/65536 ( 4.5%)
dispinfos 38/0 6688/0 ( 0.0%)
disp_verts 4326/0 86520/0 ( 0.0%)
disp_tris 7168/0 14336/0 ( 0.0%)
disp_lmsamples 683644/0 683644/0 ( 0.0%)
faces 4533/65536 253848/3670016 ( 6.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2383/65536 133448/3670016 ( 3.6%)
leaves 2975/65536 95200/2097152 ( 4.5%)
leaffaces 5280/65536 10560/131072 ( 8.1%)
leafbrushes 1579/65536 3158/131072 ( 2.4%)
areas 4/256 32/2048 ( 1.6%)
surfedges 30051/512000 120204/2048000 ( 5.9%)
edges 16455/256000 65820/1024000 ( 6.4%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 340/32768 3400/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5310/65536 10620/131072 ( 8.1%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10721900/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 97666/16777216 ( 0.6%)
entdata [variable] 209165/393216 (53.2%)
LDR ambient table 2975/65536 11900/262144 ( 4.5%)
HDR ambient table 2975/65536 11900/262144 ( 4.5%)
LDR leaf ambient 7521/65536 210588/1835008 (11.5%)
HDR leaf ambient 2975/65536 83300/1835008 ( 4.5%)
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] 1/14574 ( 0.0%)
pakfile [variable] 366102/0 ( 0.0%)
physics [variable] 247407/4194304 ( 5.9%)
physics terrain [variable] 11230/1048576 ( 1.1%)

Level flags = 0

Total triangle count: 11437
Writing c:\games\half-life\hammer\phys_dead_canyon_b18.bsp
1 minute, 47 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Games\Half-Life\Hammer\phys_dead_canyon_b18.bsp” “c:\program files\steam\steamapps\gordonfreeman1995\half-life 2 episode two\ep2\maps\phys_dead_canyon_b18.bsp”

[editline]10:16AM[/editline]

I don’t know how to fix problems with WARNING: Too many light styles on a face at.
When i removed my 3 main lights, problem has gone, but they can’t be removed, settings are:
Name: ****
Brightness: 255 0 0 200
BrightnessHDR: -1 -1 -1 1
BrightnessScaleHdr: 1
Appearance: Normal
Custom Appearance: None
Constant: 0
Linear: 0
Quadratic: 1
50 percent falloff distance: 0
hard faloff: 0
entity to point at: none
Maximum distance: 0

If you name 3 lights 3 different names they will cause problem if they light up the same faces

Thx, worked.

[editline]01:58PM[/editline]

Ok i fixed everything, thx everyone!