|
Post by dutchkiller on Aug 9, 2009 10:47:35 GMT
Hi all, Before I throw my problem all over this place maybe i have missed something on this forum. I first looked at quite many threads on this forum just in the hope to solve it my self. But I can't really find what i've to do. Some are talking about leaks? (i'm a noob) But what is a leak? And why is it messing up my water? I can apparently find a leak? How can I find it and what to do if I find it? Maybe many many questions but I don't want to bother you guys with stupid questions all over again. I'm sorry when this are all stupid questions. I saw somewhere on another topic that this water bug can be caused by a giant block under your map or somewhere with too many other parts joined on it ... I thought that could be a problem but I made a very small test map. With maybe 10 blocks and some water, and still had a bug? So it was impossible to get too many joins at one block? It were max 10 blocks or something ... After this whole story my question still is: how can I get my water work? I've the normal water bug - Can't see it (looking trough the water) When i'm in I see it and hear it When I shoot at it I see the splashes ... Thx in advance, Dutchy
|
|
|
Post by john88z on Aug 9, 2009 15:44:24 GMT
Post your compile log. Its pretty much the only thing to go by besides looking at the actual .vmf. A leak is when a point entity can reach the void or scary blackness out side of your map. The only thing that can prevent leaks are skyboxes (walls with the tools/skybox texture) and world brushes (brushes not tied to an entity) You can find a leak by going to the Map tab in the main hammer window and clicking Load Point file. If it asks you to load the default you have a leak, if it prompts you to open one from your hard drive you do not have a leak.
|
|
|
Post by dutchkiller on Aug 9, 2009 16:27:42 GMT
I've post the compile log here. This log ain't from my map i'm talking about but I made a small test map. And I still have it in that one aswell. I even watched philips tutorial. There are no leaks. There's a big skybox around it. With the skybox texture.... My water is still messing around -.- But when I do that Load point file it does give me a line which is pointing to somewhere, but there is no leak or something ... Impossible because there's a big skybox around it, I made it hollow with 32 ... Don't understand it anymore ...
here's the 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" "C:\Users\Gerben\Documents\Jail Map\test5"
Valve Software - vbsp.exe (Dec 11 2006) 8 threads materialPath: c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike\materials Loading C:\Users\Gerben\Documents\Jail Map\test5.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity info_player_counterterrorist (-486.68 387.39 5.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) 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) (6721 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 31 texinfos to 15 Reduced 7 texdatas to 6 (197 bytes to 143) Writing C:\Users\Gerben\Documents\Jail Map\test5.bsp 0 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" "C:\Users\Gerben\Documents\Jail Map\test5"
Valve Software - vvis.exe (Nov 8 2007) 8 threads reading c:\users\gerben\documents\jail map\test5.bsp reading c:\users\gerben\documents\jail map\test5.prt LoadPortals: couldn't read c:\users\gerben\documents\jail map\test5.prt
** Executing... ** Command: "c:\games\steam\steamapps\dutchkiller1991\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike" "C:\Users\Gerben\Documents\Jail Map\test5"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 8 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\users\gerben\documents\jail map\test5.bsp No vis information, direct lighting only. 43 faces 33869 square feet [4877184.00 square inches] 0 displacements 0 square feet [0.00 square inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0002 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 2/1024 96/49152 ( 0.2%) brushes 16/8192 192/98304 ( 0.2%) brushsides 96/65536 768/524288 ( 0.1%) planes 76/65536 1520/1310720 ( 0.1%) vertexes 85/65536 1020/786432 ( 0.1%) nodes 64/65536 2048/2097152 ( 0.1%) texinfos 15/12288 1080/884736 ( 0.1%) texdata 6/2048 192/65536 ( 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 43/65536 2408/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 43/65536 2408/3670016 ( 0.1%) leaves 67/65536 2144/2097152 ( 0.1%) leaffaces 43/65536 86/131072 ( 0.1%) leafbrushes 16/65536 32/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 364/512000 1456/2048000 ( 0.1%) edges 235/256000 940/1024000 ( 0.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 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] 12904/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 591/393216 ( 0.2%) LDR leaf ambient 67/65536 1608/1572864 ( 0.1%) 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] 1/12 ( 8.3%) pakfile [variable] 87016/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 6721/4194304 ( 0.2%) ==== Total Win32 BSP file data space used: 125248 bytes ====
Total triangle count: 106 Writing c:\users\gerben\documents\jail map\test5.bsp 1 second elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Gerben\Documents\Jail Map\test5.bsp" "c:\games\steam\steamapps\dutchkiller1991\counter-strike source\cstrike\maps\test5.bsp"
Btw, my skybox texure is looking the same way as the water: bugged ...
|
|
|
Post by dutchkiller on Aug 9, 2009 16:29:53 GMT
I see that the counterterrorist is leaked ... But I deleted it and it's still bugged.
|
|
|
Post by john88z on Aug 9, 2009 20:52:31 GMT
Upload the .vmf.
|
|
|
Post by dutchkiller on Aug 10, 2009 10:56:16 GMT
Here's the .vmf www.lno-gaming.com/test9.rarVery very small testmap. With only water and a spawn + skybox all around. It's probably a very stupid fault xD ps: I also tried with a ceiling on top of it. It still bugs
|
|
|
Post by john88z on Aug 10, 2009 17:03:00 GMT
why did you make the skybox an entity? Click on the skybox and select to world (its on the right). Also when making water cover every side in nodraw and only one face with the water texture.
|
|
|
Post by dutchkiller on Aug 10, 2009 19:52:34 GMT
Well thats what I meant with: It's probably a very stupid fault ... Sorry for that Big thanks, this won't happen again Regards, Dutchy
|
|