Emergency help needed with water (file inside to view)....

M

maniac618

Guest
Please grab my map from below...

http://www.firestormrock.co.uk/downloads/kitchenwithsound.bsp

You wont see my custom models so they will appear as red errors ingame, but anyway, I have a sink which you'll see and the basin needs to filled with water.

I've followed the guides everywhere but the water is displaying incorrectly.

It can't be seen from above but when in it you can see it.

Someone please tell me what to do or even better fix it and host the file.

I'm at a dead end and i have to display the map at a presentation tomorrow.

Level log file:

materialPath: c:\program files\valve\steam\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\materials
Loading D:\GREMLINS\kitchenwithsound.vmf
material "cs_havana/woodf01" not found
Material not found!: CS_HAVANA/WOODF01
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity info_ladder_dismount (1087.60 -451.09 399.09) leaked!
Processing areas... done (0)
Building Faces... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (61467 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (61467 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.
Writing D:\GREMLINS\kitchenwithsound.bsp
5 seconds elapsed



1 threads
reading d:\gremlins\kitchenwithsound.bsp
reading d:\gremlins\kitchenwithsound.prt
LoadPortals: couldn't read d:\gremlins\kitchenwithsound.prt



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\gremlins\kitchenwithsound.bsp
No vis information, direct lighting only.
1292 faces
260950 square feet [37576800.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.0016 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 244/8192 2928/98304 ( 3.0%)
brushsides 1633/65536 13064/524288 ( 2.5%)
planes 934/65536 18680/1310720 ( 1.4%)
vertexes 1883/65536 22596/786432 ( 2.9%)
nodes 938/65536 30016/2097152 ( 1.4%)
texinfos 227/12288 16344/884736 ( 1.8%)
texdata 21/2048 672/65536 ( 1.0%)
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 1292/65536 72352/3670016 ( 2.0%)
origfaces 644/65536 36064/3670016 ( 1.0%)
leaves 946/65536 52976/3670016 ( 1.4%)
leaffaces 1532/65536 3064/131072 ( 2.3%)
leafbrushes 364/65536 728/131072 ( 0.6%)
surfedges 8799/512000 35196/2048000 ( 1.7%)
edges 4830/256000 19320/1024000 ( 1.9%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1524/65536 3048/131072 ( 2.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 100748/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7734/393216 ( 2.0%)
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] 1/3522 ( 0.0%)
pakfile [variable] 20677/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 61467/4194304 ( 1.5%)
==== Total Win32 BSP file data space used: 519194 bytes ====

Linux Specific Data:
physicssurface [variable] 61467/6291456 ( 1.0%)
==== Total Linux BSP file data space used: 519194 bytes ====

Total triangle count: 3575
Writing d:\gremlins\kitchenwithsound.bsp
1 second elapsed
 
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity info_ladder_dismount (1087.60 -451.09 399.09) leaked!


thats ur problem...
check this area (1087.60 -451.09 399.09).
 
guys every time i correct a leak another shows up the next compile, its all to do with my custom models too :(

**** it, no water it is then :(

thanks anyway.
 
maniac618 said:
guys every time i correct a leak another shows up the next compile, its all to do with my custom models too :(

**** it, no water it is then :(

thanks anyway.

That means that there is something wrong with the world borders. There is a Leak in the world. It has nothing to do with your models. Find the leak by opening the Point file of your map. It should tell you were it is.

Edit:
Also no one can fix the problem of the map with the BSP file, we need the vmf.
 
yes. each compile, only one leak (the first found at compile-time) will be detected and show up.

You need to fix them. Else, you'll never have lighting besides fullbright. Learn to fix the leaks; you'll need to sometime... :)
 
AgentXen said:
Edit:
Also no one can fix the problem of the map with the BSP file, we need the vmf.
Well, I won't fix it for him even if I have the VMF. Newbies don't really learn anything unless they fix it themselves ;)
 
Back
Top