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Post by rebelmaster5000 on Jun 5, 2014 23:11:53 GMT
puu.sh/9gNIE/8d87f5c703.jpgIm not sure whats happening here but when i load my maps in garrys mod this happens to water, i also tested it it IS the map not my gmod client, not sure whats causing this
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Post by Zeph on Jun 6, 2014 22:10:09 GMT
What textures do you use on each? Compile log?
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Post by rebelmaster5000 on Jun 8, 2014 16:16:22 GMT
** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest.vmf"
Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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_01*.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) (5449 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 26 texinfos to 19 Reduced 8 texdatas to 7 (183 bytes to 141) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest.bsp 0 seconds elapsed
** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest"
Valve Software - vvis.exe (May 15 2014) 8 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\watertest.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\watertest.prt 58 portalclusters 139 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 2618 Average clusters visible: 45 Building PAS... Average clusters audible: 58 visdatasize:1411 compressed from 928 writing c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\watertest.bsp 0 seconds elapsed
** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest"
Valve Software - vrad.exe SSE (May 14 2014)
Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\watertest.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 132 faces 25304 square feet [3643904.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 132 patches before subdivision 1284 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 22684, max 108 transfer lists: 0.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(3159, 2970, 2538) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(649, 628, 481) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(167, 161, 106) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(48, 46, 27) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(14, 13, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(4, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0002 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (0) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 14/8192 168/98304 ( 0.2%) brushsides 84/65536 672/524288 ( 0.1%) planes 76/65536 1520/1310720 ( 0.1%) vertexes 161/65536 1932/786432 ( 0.2%) nodes 127/65536 4064/2097152 ( 0.2%) texinfos 19/12288 1368/884736 ( 0.2%) texdata 7/2048 224/65536 ( 0.3%) 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 132/65536 7392/3670016 ( 0.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 35/65536 1960/3670016 ( 0.1%) leaves 129/65536 4128/2097152 ( 0.2%) leaffaces 178/65536 356/131072 ( 0.3%) leafbrushes 70/65536 140/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 698/512000 2792/2048000 ( 0.1%) edges 388/256000 1552/1024000 ( 0.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 55056/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1411/16777216 ( 0.0%) entdata [variable] 878/393216 ( 0.2%) LDR ambient table 129/65536 516/262144 ( 0.2%) HDR ambient table 129/65536 516/262144 ( 0.2%) LDR leaf ambient 613/65536 17164/1835008 ( 0.9%) HDR leaf ambient 129/65536 3612/1835008 ( 0.2%) 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] 105957/0 ( 0.0%) physics [variable] 5449/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 294 Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\watertest.bsp 0 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\watertest.bsp"
it doesn't matter what texture i use it always turns out the same
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Post by Zeph on Jun 9, 2014 9:11:52 GMT
I can see there are two spots of water.
For this to work, you cannot have both a "Cheap" and "Expensive" versions of water in the save view. Also, the water levels must be at the same height. Also, only the top surface of the brush must be water, the others must be NoDraw. Make sure you use a proper water texture, avoiding any with "_beneath" or "_underside", etc, on the name. Place a Cubemap 64 units above the water surface and attach it to the water's face. Buildcubemaps.
I was hoping to answer a few of the above with the texture names.
Check those, then come back. If you still have issues, I may need to see the VMF myself.
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