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Post by dutchkiller on Feb 4, 2010 19:30:18 GMT
Hello,
I have a question. I very common one which you guys had loads of times. Few months back I had the same problem but didn't knew very much about Hammer. Now I'm back with the same problem but in a diferent story.
I'm making a jailmap with a pool and my water is buggy. When I go under water is cool etc etc (blabla). The funny thing is, I have no leaks and as the 'sticky thread' notices, it could be a helper that is outside your skybox. Well my helpers are not. But still it keeps saying my 'func_rotating' is leaking. But there is no func_rotating in my map. It's been there but it aint there anymore. That FDG thingy didn't workout for me.
What can I do now? I have absolutely no idea.
No leaks, No helpers outside my skybox, No idea how to fix it. Is there someone that could help me?
Posting here on the forum is cool, contacting me by steam (dutchkiller1991) is more handy. Whatever you like.
Thanks in advance, Dutchy
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Post by Zeph on Feb 4, 2010 19:38:43 GMT
Compile Log please Alt+P may find a problem. Load the PointFile, follow the red line to the invisible func_rotating. Failing this, open the vmf in notepad and ctrl+f (Search) for "func_rotating". Delete the section for it.
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Post by dutchkiller on Feb 4, 2010 20:07:29 GMT
Alt+P finds many problems but none of them are relevant in this case.
The redline pointed in the black nothingness. It was somewhere out of my skybox. But no helpers or objects around it.
I opened the VMF. Deleted the Func_rotating and it fixed the leak for me (atleast it looks like it). When I compiled the map it doesnt report any leaks anymore. Still my water is messed up.
Any ideas?
log:
** Executing... ** Command: "c:\games\steam\steamapps\dutchkiller1991\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike" "F:\Game Files\Counter Strike Source\complete map\JailMixup_pool3new"
Valve Software - vbsp.exe (Dec 11 2006) 8 threads materialPath: c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike\materials Loading F:\Game Files\Counter Strike Source\complete map\JailMixup_pool3new.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (469.1, 2651.2, 47.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 89631:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (469.9, 2645.1, 47.0) Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 89631:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (361.0, 3150.3, 39.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT 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: Brush 64947:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (382.0, 3158.2, 39.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT 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: Brush 64947:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (406.4, 3143.5, 39.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT 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: Brush 64947:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (422.6, 3159.1, 39.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT 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: Brush 64947:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (425.0, 3138.3, 40.5) 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: Brush 64947:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (381.0, 3107.4, 40.5) 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: Brush 64947:
*** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...error: material BRICK/BRICKWALL038A doesn't have a $bottommaterial error: material BRICK/BRICKWALL038A doesn't have a $bottommaterial error: material BRICK/BRICKWALL038A doesn't have a $bottommaterial error: material BRICK/BRICKWALL038A doesn't have a $bottommaterial error: material BRICK/BRICKWALL038A doesn't have a $bottommaterial error: material BRICK/BRICKWALL038A doesn't have a $bottommaterial error: material BRICK/BRICKWALL038A doesn't have a $bottommaterial error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A doesn't have a $bottommaterial error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A doesn't have a $bottommaterial error: material LIQUIDS/WATER_DX70_BENEATH doesn't have a $bottommaterial error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A doesn't have a $bottommaterial error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A doesn't have a $bottommaterial error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A doesn't have a $bottommaterial error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A doesn't have a $bottommaterial error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A doesn't have a $bottommaterial done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 86 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing F:\Game Files\Counter Strike Source\complete map\JailMixup_pool3new.prt...done (0) error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial error: material TOOLS/TOOLSTRIGGER doesn't have a $bottommaterial Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.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) (405237 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 1690 texinfos to 431 Reduced 55 texdatas to 39 (2010 bytes to 1212) Writing F:\Game Files\Counter Strike Source\complete map\JailMixup_pool3new.bsp 4 seconds elapsed
** Executing... ** Command: "c:\games\steam\steamapps\dutchkiller1991\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike" -fast "F:\Game Files\Counter Strike Source\complete map\JailMixup_pool3new"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 8 threads reading f:\game files\counter strike source\complete map\JailMixup_pool3new.bsp reading f:\game files\counter strike source\complete map\JailMixup_pool3new.prt 2178 portalclusters 7478 numportals LoadPortals: reading portal 5561
** Executing... ** Command: "c:\games\steam\steamapps\dutchkiller1991\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike" "F:\Game Files\Counter Strike Source\complete map\JailMixup_pool3new"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 8 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading f:\game files\counter strike source\complete map\JailMixup_pool3new.bsp No vis information, direct lighting only. 5566 faces 17 degenerate faces 591265 square feet [85142288.00 square inches] 0 displacements 0 square feet [0.00 square inches] 97 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9) Build Patch/Sample Hash Table(s).....Done<0.0041 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 28/1024 1344/49152 ( 2.7%) brushes 1052/8192 12624/98304 (12.8%) brushsides 9228/65536 73824/524288 (14.1%) planes 9718/65536 194360/1310720 (14.8%) vertexes 13189/65536 158268/786432 (20.1%) nodes 4660/65536 149120/2097152 ( 7.1%) texinfos 431/12288 31032/884736 ( 3.5%) texdata 39/2048 1248/65536 ( 1.9%) 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 5566/65536 311696/3670016 ( 8.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2843/65536 159208/3670016 ( 4.3%) leaves 4689/65536 150048/2097152 ( 7.2%) leaffaces 6760/65536 13520/131072 (10.3%) leafbrushes 7527/65536 15054/131072 (11.5%) areas 2/256 16/2048 ( 0.8%) surfedges 39450/512000 157800/2048000 ( 7.7%) edges 22429/256000 89716/1024000 ( 8.8%) LDR worldlights 97/8192 8536/720896 ( 1.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 556/32768 5560/327680 ( 1.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9297/65536 18594/131072 (14.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 849660/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 62291/393216 (15.8%) LDR leaf ambient 4689/65536 112536/1572864 ( 7.2%) 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] 1/12 ( 8.3%) static props [variable] 1/8066 ( 0.0%) pakfile [variable] 178962/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 405237/4194304 ( 9.7%) ==== Total Win32 BSP file data space used: 3160272 bytes ====
Total triangle count: 16682 Writing f:\game files\counter strike source\complete map\JailMixup_pool3new.bsp 11 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "F:\Game Files\Counter Strike Source\complete map\JailMixup_pool3new.bsp" "c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike\maps\JailMixup_pool3new.bsp"
Thanks in advance,
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Post by dutchkiller on Feb 4, 2010 21:26:38 GMT
I can see it has problems with the textures that I have on the water. But I don't know how to fix it. I have used this watertexture before and it was working perfect.
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Post by Zeph on Feb 4, 2010 22:47:03 GMT
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near Your area portals are leaking. Make sure they are surrounded by world brushes, not func_Details or water, and that the brushes they connect to are not oversized (eg a floor brush spanning multiple rooms). Check out these brushes by using ctrl+shift+g: 64947, 89631 PointFiles should show these too.
error: material MODELS/PROPS_DEBRIS/CONCRETEWALL019A Avoid /MODELS/ textures.
error: material LIQUIDS/WATER_DX70_BENEATH This is the wrong texture to use. Avoid "DX*" and "_BENEATH".
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