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Post by zackman811 on Jul 3, 2009 19:22:58 GMT
I'm making a map and for some reason, my water is really weird... and i don't have a leak. what happens is he water is invisible until you go under it and then you can see the bubbles and the other stuff you see when under water.... Does anyone know why this is? I need major halp!!
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Post by john88z on Jul 4, 2009 3:37:21 GMT
Post the compile log.
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Post by zackman811 on Jul 4, 2009 19:26:01 GMT
** Executing... ** Command: "c:\program files\steam\steamapps\mr_pimpergrimper\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\mr_pimpergrimper\half-life 2\hl2" "C:\Program Files\Steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\mr_pimpergrimper\half-life 2\hl2\materials Loading C:\Program Files\Steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.vmf 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 (1) 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) writing C:\Program Files\Steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt" Can't load skybox file skybox/sky_borealis01 to build the default cubemap! 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) (217759 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 1398 texinfos to 966 Reduced 54 texdatas to 50 (1330 bytes to 1128) Writing C:\Program Files\Steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.bsp 4 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\mr_pimpergrimper\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\mr_pimpergrimper\half-life 2\hl2" -fast "C:\Program Files\Steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\program files\steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.bsp reading c:\program files\steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.prt 2468 portalclusters 7328 numportals Leaf 1296 (portal 3661) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
** Executing... ** Command: "c:\program files\steam\steamapps\mr_pimpergrimper\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\mr_pimpergrimper\half-life 2\hl2" "C:\Program Files\Steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.bsp No vis information, direct lighting only. 6400 faces 1 degenerate faces 12404744 square feet [1786283264.00 square inches] 2 displacements 1665072 square feet [239770400.00 square inches] 63 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (205) Build Patch/Sample Hash Table(s).....Done<0.0527 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 63/1024 3024/49152 ( 6.2%) brushes 519/8192 6228/98304 ( 6.3%) brushsides 4634/65536 37072/524288 ( 7.1%) planes 5910/65536 118200/1310720 ( 9.0%) vertexes 11470/65536 137640/786432 (17.5%) nodes 4826/65536 154432/2097152 ( 7.4%) texinfos 966/12288 69552/884736 ( 7.9%) texdata 50/2048 1600/65536 ( 2.4%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 370/0 7400/0 ( 0.0%) disp_tris 640/0 1280/0 ( 0.0%) disp_lmsamples 44803/0 44803/0 ( 0.0%) faces 6400/65536 358400/3670016 ( 9.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2390/65536 133840/3670016 ( 3.6%) leaves 4890/65536 156480/2097152 ( 7.5%) leaffaces 7394/65536 14788/131072 (11.3%) leafbrushes 2207/65536 4414/131072 ( 3.4%) areas 3/256 24/2048 ( 1.2%) surfedges 39395/512000 157580/2048000 ( 7.7%) edges 21282/256000 85128/1024000 ( 8.3%) LDR worldlights 63/8192 5544/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 613/32768 6130/327680 ( 1.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8952/65536 17904/131072 (13.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 6291848/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 54985/393216 (14.0%) LDR leaf ambient 4890/65536 117360/1572864 ( 7.5%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/1137516 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/2478 ( 0.0%) pakfile [variable] 21316/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 217759/4194304 ( 5.2%) ==== Total Win32 BSP file data space used: 8225087 bytes ====
Total triangle count: 16871 Writing c:\program files\steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.bsp 3 minutes, 47 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\mr_pimpergrimper\sourcesdk_content\hl2\mapsrc\House_2_test_2.bsp" "c:\program files\steam\steamapps\mr_pimpergrimper\half-life 2\hl2\maps\House_2_test_2.bsp"
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Post by 3kliksphilip on Jul 4, 2009 19:53:39 GMT
Leaf 1296 (portal 3661) with too many portals
This means that there's a block in your map that's got too many other blocks joined to it. This happens when you have a large block under your entire map. Split it up for separate rooms.
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Post by zackman811 on Jul 4, 2009 22:51:57 GMT
ok ill try to figure out where that is. Why would that make my water invisible?
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Post by zackman811 on Jul 5, 2009 4:59:00 GMT
i cant tell which block it is....Is there a way to find out which one they're talking about?
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Post by 3kliksphilip on Jul 6, 2009 11:35:11 GMT
Ctrl+Shift+G
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Post by zackman811 on Jul 6, 2009 18:24:50 GMT
I tried that already but i don't know what to put in the brush id number box. I already tried the two numbers that are in the compile log right near the error (Leaf 1296, portal 3661) and neither of them worked.
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Post by 3kliksphilip on Jul 7, 2009 12:30:11 GMT
Upload the vmf.
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Post by zackman811 on Jul 7, 2009 17:13:10 GMT
i sent a PM with it to you philip
EDIT: I forgot to tell you its in the Half life 2 hammer area
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Post by zackman811 on Jul 9, 2009 3:49:36 GMT
did you get it philip?
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Post by 3kliksphilip on Jul 10, 2009 17:53:57 GMT
I don't like being PMed stuff to do, because I don't like being forced to do something there and then and with my PMs it feels as if I am. I already spend about 2 hours a day answering questions on youtube, when people get me to playtest / fix / build maps as well then it kills me.
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Post by zackman811 on Jul 11, 2009 1:35:44 GMT
sry.....
you told me to upload the vmf though...
so i sent it to you
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Post by zackman811 on Jul 11, 2009 1:41:14 GMT
did you see the part under the lake?
its a lab area with elevators and stuff
its in its own skybox under the rest of the level
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Post by ant600f2 on Jul 11, 2009 6:54:10 GMT
He meant for you to find someplace to U/L it to (FileFront, etc.) and then post the link.
That way, it not only keeps a nice record of things, but it also takes the responsibility off of just ONE individual and enables others to get experience working through a problem that they, themselves, may have, sometime.
The best way is to set up a FileFront account (yes, it's free) and use that whenever you need to post VMFs, or such.
Otherwise, you'll be prone to be subjected to an uxcessive lashing with a bundle of asparagus.
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