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Water error
I have a big problem with water
Posted 5 months ago, last post 5 months ago by behrentzs
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I have thise problem.

I have maked some water.
when im under the water it looks as it should also when i look up.
but when i aint in the water and look at it i can see thru the whole map.
I cant find the error !
Please help me some one.
ALECCSANDAR .
Im Not Banned :) | Y2M
Posted 5 months ago
Sorry no CSS technitian <:o
We All scream For seeing the Eyez Scream
.
WTF = Welcome To Finland | Y2M
Posted 5 months ago
Posted by ALECCSANDAR

Sorry no CSS technitian <:o

Why do you post then?

And did you use tutorial? If you did, please link it.
Photobucket
behrentzs .
| Y2M
Posted 5 months ago
If some one know please post then.
I will credit you in my new ze map.
.
Odin Reigns | Y2M
Posted 5 months ago
Please post your compile log

behrentzs .
| Y2M
Posted 5 months ago
Here we go:


** Executing...
** Command: "c:\programmer\steam\steamapps\behrentzs\sourcesdk\bin\EP1\bin\vbsp.exe"
** Parameters: -game "c:\programmer\steam\steamapps\behrentzs\counter-strike source\cstrike" "C:\Programmer\Steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\programmer\steam\steamapps\behrentzs\counter-strike source\cstrike\materials
Loading C:\Programmer\Steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.vmf
Can't find surfaceprop stone for material STONE/INFFLRA, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-10510.00 15523.00 5440.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5632.0, 16384.0, 5504.0)
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 (-5120.0, 15872.0, 5504.0)
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 (-5120.0, 14848.0, 5504.0)
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 (-6656.0, 16384.0, 5504.0)
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 (-8192.0, 15872.0, 5464.0)
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 (-8192.0, 15872.0, 6120.0)
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 (-7680.0, 16384.0, 5504.0)
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 (-7744.0, 14336.0, 5464.0)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
behrentzs .
| Y2M
Posted 5 months ago
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (59177 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 502 texinfos to 264
Reduced 34 texdatas to 29 (1003 bytes to 775)
Writing C:\Programmer\Steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.bsp
4 seconds elapsed

** Executing...
** Command: "c:\programmer\steam\steamapps\behrentzs\sourcesdk\bin\EP1\bin\vvis.exe"
** Parameters: -game "c:\programmer\steam\steamapps\behrentzs\counter-strike source\cstrike" -fast "C:\Programmer\Steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\programmer\steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.bsp
reading c:\programmer\steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.prt
LoadPortals: couldn't read c:\programmer\steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.prt


** Executing...
** Command: "c:\programmer\steam\steamapps\behrentzs\sourcesdk\bin\EP1\bin\vrad.exe"
** Parameters: -game "c:\programmer\steam\steamapps\behrentzs\counter-strike source\cstrike" -noextra "C:\Programmer\Steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programmer\steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.bsp
No vis information, direct lighting only.
1601 faces
621145 square feet [89444992.00 square inches]
4 displacements
27544 square feet [3966476.75 square inches]
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68)
Build Patch/Sample Hash Table(s).....Done<-0.1962 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
behrentzs .
| Y2M
Posted 5 months ago

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/1024 1008/49152 ( 2.1%)
brushes 141/8192 1692/98304 ( 1.7%)
brushsides 1096/65536 8768/524288 ( 1.7%)
planes 1452/65536 29040/1310720 ( 2.2%)
vertexes 2266/65536 27192/786432 ( 3.5%)
nodes 910/65536 29120/2097152 ( 1.4%)
texinfos 264/12288 19008/884736 ( 2.1%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 63640/0 63640/0 ( 0.0%)
faces 1601/65536 89656/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 589/65536 32984/3670016 ( 0.9%)
leaves 932/65536 29824/2097152 ( 1.4%)
leaffaces 1744/65536 3488/131072 ( 2.7%)
leafbrushes 362/65536 724/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9821/512000 39284/2048000 ( 1.9%)
edges 5303/256000 21212/1024000 ( 2.1%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 139/32768 1390/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2265/65536 4530/131072 ( 3.5%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1281580/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 35597/393216 ( 9.1%)
LDR leaf ambient 932/65536 22368/1572864 ( 1.4%)
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] 1/7078 ( 0.0%)
pakfile [variable] 31801/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 59177/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 1843149 bytes ====

Total triangle count: 4268
Writing c:\programmer\steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.bsp
1 minute, 10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programmer\Steam\steamapps\behrentzs\sourcesdk_content\cstrike\mapsrc\ze_wrong_way_b1_try.bsp" "c:\programmer\steam\steamapps\behrentzs\counter-strike source\cstrike\maps\ze_wrong_way_b1_try.bsp"

Fibbs .
Pathological Demand Avoidance. | Y2M
Posted 5 months ago
If I'm right after reading lots of threads like this, you have a leak.
Go to Map -> Load Pointfile, and follow the red line, it'll lead you to the leak.

Edit: "ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-10510.00 15523.00 5440.00) leaked!"
One of your props has leaked.
.
Mappin' for life | Y2M
Posted 5 months ago
Indeed you have a leak, load the Pointfile
behrentzs .
| Y2M
Posted 5 months ago
Oh i will check ... i will report back..
behrentzs .
| Y2M
Posted 5 months ago
Are there more than one leak?
behrentzs .
| Y2M
Posted 5 months ago
Dosent help.
I tryed to load point file again and then the red line is outside my world and there are nothing where it aim?
.
Odin Reigns | Y2M
Posted 5 months ago
Hmm, Maybe you can put the map in my dropbox, so I can take a look at it.

behrentzs .
| Y2M
Posted 5 months ago
Posted by Hamster

Hmm, Maybe you can put the map in my dropbox, so I can take a look at it.


Thx i will.
:
BAD WOLF | Y2M
Posted 5 months ago
You have a leak. You need to fix it before your map will compile properly. Go to map>load pointfile to load your pointfile. This will create a red line going from the entity nearest the leak through the leak and out into the void. Figure out what you need to do to seal it, unload the pointfile and recompile your map bsp only. Now reload the pointfile and repeat the process until it doesn't ask you if you want to load the default pointfile but instead takes you to a screen where you need to pick a file to load yourself. At that point you can say cancel, and you have sealed the leak.
behrentzs .
| Y2M
Posted 5 months ago
Hm very good answer thx.
but something is wrong.. it wont fix the water..
And when i press the load pointfile again it just point at nothing outside my map.
.
Odin Reigns | Y2M
Posted 5 months ago
You still didn't add it to my dropbox :p

behrentzs .
| Y2M
Posted 5 months ago
Posted by Hamster

You still didn't add it to my dropbox :p

are you ready to get it ? :P
ill send it now
.
Odin Reigns | Y2M
Posted 5 months ago
Sure, I am always ready, since I don't do a shit at school/homework

behrentzs .
| Y2M
Posted 5 months ago
Posted by Hamster

Sure, I am always ready, since I don't do a shit at school/homework


nice :D
.
Odin Reigns | Y2M
Posted 5 months ago


Take a look, My guess is that you need to have the whole model in the sky. You see the yellow boxes? those are part of the model. they are touching the void.

behrentzs .
| Y2M
Posted 5 months ago
Posted by Hamster



Take a look, My guess is that you need to have the whole model in the sky. You see the yellow boxes? those are part of the model. they are touching the void.

oooh!! :D
Can u fix that or should i do?
i will credit you for your help.
thx:)
.
Odin Reigns | Y2M
Posted 5 months ago
Well, I guess I can try it :p

behrentzs .
| Y2M
Posted 5 months ago
Posted by Hamster

Well, I guess I can try it :p

thx :b
.
Odin Reigns | Y2M
Posted 5 months ago
Ive added it to your dropbox. Should be good now.
Its not the best I could do, but Ive actually some other things I can do ;)
Now you can see how to do it.

behrentzs .
| Y2M
Posted 5 months ago
I can only say 3 words: I love you

:D Thx alot..
.
Odin Reigns | Y2M
Posted 5 months ago
Np.

behrentzs .
| Y2M
Posted 5 months ago
Eh i got a question :D ..
do you know how to use hint brushes?
and portal brushes?
and player clip.
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