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Source engine water problems

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*OKAY I FIXED IT NOW, THANKS GUYS FOR YOUR HELP*

 

Hey, quick question. I'm developing a map for Garry's Mod and I ran into a bug that I hope someone knows how to fix. The bug is that I am trying to add a small water area to my build map that I am making. But when ever I compile the map and test it, the water glitches and the top of the water looks like this http://www.youtube.com/watch?v=AEylA-7Ot1A

 

Sorry if this is a simple question and it only takes 2 seconds to answer, but theres not really much to do when making water and I did it like I was supposed to. I don't see why it's not working.

Edited by Guest (see edit history)

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Does this help?

 

http://www.interlopers.net/tutorials/1785

 

I have found interlopers.net to be a great site for useful Hammer mapping tutorials in the past, hopefully you do as well. It also includes an example map to download, so you can compare it to your own and hopefully hunt down the problem if following the steps in the tutorial is not enough.

Feel free to PM me about almost anything and I'll do my best to answer. :)

 

"Beware of what you ask for, for it may come to pass..."

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Does this help?

 

http://www.interlopers.net/tutorials/1785

 

I have found interlopers.net to be a great site for useful Hammer mapping tutorials in the past, hopefully you do as well. It also includes an example map to download, so you can compare it to your own and hopefully hunt down the problem if following the steps in the tutorial is not enough.

 

Thanks! I'll check it out!

 

Edit: Nope didn't work, but thanks anyway. I will explore the site and see if i can find a solution.

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Have you tested if that only happens on your map?

 

BTW I had a computer that did that in source games if I had anti-aliasing on, or a wide screen resolution in the settings.

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Looks like you've got a leak. Post your compile log if your still having this issue and I'll look it over or you can try Interlopers error checker: http://www.interlopers.net/errors/

 

Thats not a security risk is it? Well, whatever. here it is

 

 

** Executing...

** Command: "c:\program files (x86)\steam\steamapps\jediryan209\sourcesdk\bin\orangebox\bin\vbsp.exe"

** Parameters: -game "c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2" "C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.vmf"

 

Valve Software - vbsp.exe (Jul 7 2010)

4 threads

materialPath: c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2\materials

Loading C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.vmf

***need to set $abovewater for material dev/dev_water2_cheap

***need to set $abovewater for material dev/dev_water2_cheap

Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2\gameinfo.txt

fixing up env_cubemap materials on brush sides...

env_cubemap pointing at deleted brushside near (1024, 1024, 32)

env_cubemap pointing at deleted brushside near (1024, 1024, 32)

env_cubemap pointing at deleted brushside near (1024, 1024, 32)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

**** leaked ****

Entity light (640.00 -4992.00 -1801.00) leaked!

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 (1)

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day02_07*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day02_07*.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) (128484 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 808 texinfos to 409

Reduced 99 texdatas to 75 (4834 bytes to 3855)

Writing C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.bsp

3 seconds elapsed

 

** Executing...

** Command: "c:\program files (x86)\steam\steamapps\jediryan209\sourcesdk\bin\orangebox\bin\vvis.exe"

** Parameters: -game "c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2" "C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5"

 

Valve Software - vvis.exe (Jul 7 2010)

4 threads

reading c:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.bsp

reading c:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.prt

LoadPortals: couldn't read c:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.prt

 

 

** Executing...

** Command: "c:\program files (x86)\steam\steamapps\jediryan209\sourcesdk\bin\orangebox\bin\vrad.exe"

** Parameters: -game "c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2" "C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5"

 

Valve Software - vrad.exe SSE (Jul 7 2010)

 

Valve Radiosity Simulator

4 threads

[Reading texlights from 'lights.rad']

[48 texlights parsed from 'lights.rad']

 

Loading c:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.bsp

No vis information, direct lighting only.

Setting up ray-trace acceleration structure... Done (0.45 seconds)

6335 faces

29248218 square feet [4211743488.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

573 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (231)

Build Patch/Sample Hash Table(s).....Done<0.0890 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)

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 (108)

Writing leaf ambient...done

Ready to Finish

 

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 50/1024 2400/49152 ( 4.9%)

brushes 336/8192 4032/98304 ( 4.1%)

brushsides 2083/65536 16664/524288 ( 3.2%)

planes 1626/65536 32520/1310720 ( 2.5%)

vertexes 9464/65536 113568/786432 (14.4%)

nodes 6633/65536 212256/2097152 (10.1%)

texinfos 409/12288 29448/884736 ( 3.3%)

texdata 75/2048 2400/65536 ( 3.7%)

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 6335/65536 354760/3670016 ( 9.7%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 1054/65536 59024/3670016 ( 1.6%)

leaves 6684/65536 213888/2097152 (10.2%)

leaffaces 7005/65536 14010/131072 (10.7%)

leafbrushes 2688/65536 5376/131072 ( 4.1%)

areas 8/256 64/2048 ( 3.1%)

surfedges 31177/512000 124708/2048000 ( 6.1%)

edges 16923/256000 67692/1024000 ( 6.6%)

LDR worldlights 573/8192 50424/720896 ( 7.0%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

leafwaterdata 1/32768 12/393216 ( 0.0%)

waterstrips 342/32768 3420/327680 ( 1.0%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 5097/65536 10194/131072 ( 7.8%)

cubemapsamples 15/1024 240/16384 ( 1.5%)

overlays 0/512 0/180224 ( 0.0%)

LDR lightdata [variable] 4913032/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 0/16777216 ( 0.0%)

entdata [variable] 125569/393216 (31.9%)

LDR ambient table 6684/65536 26736/262144 (10.2%)

HDR ambient table 6684/65536 26736/262144 (10.2%)

LDR leaf ambient 37054/65536 1037512/1835008 (56.5%)

HDR leaf ambient 6684/65536 187152/1835008 (10.2%)

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] 1/1852 ( 0.1%)

pakfile [variable] 1413040/0 ( 0.0%)

physics [variable] 128484/4194304 ( 3.1%)

physics terrain [variable] 2/1048576 ( 0.0%)

 

Level flags = 0

 

Total triangle count: 14296

Writing c:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.bsp

5 minutes, 42 seconds elapsed

 

** Executing...

** Command: Copy File

** Parameters: "C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.bsp" "c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2\maps\gm_flatgrass_caves_beta5.bsp"

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The interlopers compile log error checker is safe.

 

I just pasted the log you pasted here in to it. It says you've got leaks in your map, which (if you don't know) are basically holes in your map to the void outside of it. As your map isn't too large they should be relatively easy to find. If not though, I believe you can load a pointfile in Hammer to locate leaks...it's been a while since I did that though.

Feel free to PM me about almost anything and I'll do my best to answer. :)

 

"Beware of what you ask for, for it may come to pass..."

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The interlopers compile log error checker is safe.

 

I just pasted the log you pasted here in to it. It says you've got leaks in your map, which (if you don't know) are basically holes in your map to the void outside of it. As your map isn't too large they should be relatively easy to find. If not though, I believe you can load a pointfile in Hammer to locate leaks...it's been a while since I did that though.

 

To load the point file, click on the "Map" drop down menu and select "Load Pointfile". The point file will draw a big red line from the middle of your map to the leak or the entity that's causing the leak. In this case it looks to be a light entity that's causing the leak. Look at the area I highlighted.

 

//----------------------------------------------------------------------------------------------------|

 

** Executing...

** Command: "c:\program files (x86)\steam\steamapps\jediryan209\sourcesdk\bin\orangebox\bin\vbsp.exe"

** Parameters: -game "c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2" "C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.vmf"

 

Valve Software - vbsp.exe (Jul 7 2010)

4 threads

materialPath: c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2\materials

Loading C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.vmf

***need to set $abovewater for material dev/dev_water2_cheap

***need to set $abovewater for material dev/dev_water2_cheap

Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2\gameinfo.txt

fixing up env_cubemap materials on brush sides...

env_cubemap pointing at deleted brushside near (1024, 1024, 32)

env_cubemap pointing at deleted brushside near (1024, 1024, 32)

env_cubemap pointing at deleted brushside near (1024, 1024, 32)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

**** leaked ****

Entity light (640.00 -4992.00 -1801.00) leaked!

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...done (0)

Merging details...done (0)

//----------------------------------------------------------------------------------------------------|

 

Gaps in level geometry aren't always the culprit when it comes to leaks. I had a similar issue in which every time I compiled a map the water wouldn't be created. turns out that a decal was to close the "void" and was leaking. had to use the point file to find it.

 

As far as a security risk is concerned, no one can make heads or tails of your map from your compile log. All it does is display information about successful actions or errors during the compiling process. The .vmf file is what you need to open a map up in Hammer. That is the main security risk aside from .bsp decompilers but that's not really something I would concerned myself with if I where you.

 

Also here is more information on leaks: http://developer.valvesoftware.com/wiki/Leak

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