(NOOB) water problem^^

M

mtin

Guest
so erm, maybe this has been asked 100000 times before...pls dont flame me :D

I just can't see the water from above...only when you are in the water you can see it (from underneath)
what did I do wrong? (had that error before, just can't remind of what i changed...)

 
type water in the search box under mapping and i bet you find your answer ;)
 
erm, a search did'nt help me... :rolling:
and i just noticed, my compile log looks a LITTLE BIT strange :cheese:

can anybody explain the error messages?
Code:
** Executing...
** Command: "c:\programme\valve\steam\steamapps\mtin06\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\mtin06\counter-strike source\cstrike" "C:\Dokumente und Einstellungen\Martin\Desktop\css-updates\sdk\fy_ramps_b22"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:\programme\valve\steam\steamapps\mtin06\counter-strike source\cstrike\materials
Loading C:\Dokumente und Einstellungen\Martin\Desktop\css-updates\sdk\fy_ramps_b22.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 prop_static (-430.17 -427.00 206.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8195.0, 1024.0, -1912.0)
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 (8707.0, 1024.0, -1906.0)
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 (8707.0, 1024.0, -887.5)
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 (8339.0, 1024.0, 198.5)
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 (8197.1, 1024.0, 373.0)
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 (8339.0, 1024.0, 1114.5)
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 (8848.0, 1024.0, 1033.0)
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 (8195.0, 1024.0, 1960.0)
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
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) (408890 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (1299678 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/RED_GRASS uses unknown detail object type redgrass!
..10
Writing C:\Dokumente und Einstellungen\Martin\Desktop\css-updates\sdk\fy_ramps_b22.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:\programme\valve\steam\steamapps\mtin06\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\mtin06\counter-strike source\cstrike" "C:\Dokumente und Einstellungen\Martin\Desktop\css-updates\sdk\fy_ramps_b22"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\dokumente und einstellungen\martin\desktop\css-updates\sdk\fy_ramps_b22.bsp
reading c:\dokumente und einstellungen\martin\desktop\css-updates\sdk\fy_ramps_b22.prt
LoadPortals: couldn't read c:\dokumente und einstellungen\martin\desktop\css-updates\sdk\fy_ramps_b22.prt


** Executing...
** Command: "c:\programme\valve\steam\steamapps\mtin06\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\programme\valve\steam\steamapps\mtin06\counter-strike source\cstrike" "C:\Dokumente und Einstellungen\Martin\Desktop\css-updates\sdk\fy_ramps_b22"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\programme\valve\steam\steamapps\mtin06\sourcesdk\bin\lights.rad.
Loading c:\dokumente und einstellungen\martin\desktop\css-updates\sdk\fy_ramps_b22.bsp
No vis information, direct lighting only.
1093 faces
1339880 square feet [192942768.00 square inches]
22 displacements
23472 square feet [3380042.75 square inches]
38 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (55)
Build Patch/Sample Hash Table(s).....Done<0.0186 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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                   5/1024          240/49152    ( 0.5%) 
brushes                 68/8192          816/98304    ( 0.8%) 
brushsides             433/65536        3464/524288   ( 0.7%) 
planes                 450/65536        9000/1310720  ( 0.7%) 
vertexes              1635/65536       19620/786432   ( 2.5%) 
nodes                  838/65536       26816/2097152  ( 1.3%) 
texinfos               144/12288       10368/884736   ( 1.2%) 
texdata                 16/2048          512/65536    ( 0.8%) 
dispinfos               22/0            3872/0        ( 0.0%) 
disp_verts            3446/0           68920/0        ( 0.0%) 
disp_tris             5888/0           11776/0        ( 0.0%) 
disp_lmsamples        6439/0            6439/0        ( 0.0%) 
faces                 1093/65536       61208/3670016  ( 1.7%) 
origfaces              341/65536       19096/3670016  ( 0.5%) 
leaves                 844/65536       47264/3670016  ( 1.3%) 
leaffaces             1215/65536        2430/131072   ( 1.9%) 
leafbrushes            394/65536         788/131072   ( 0.6%) 
surfedges             6615/512000      26460/2048000  ( 1.3%) 
edges                 3538/256000      14152/1024000  ( 1.4%) 
worldlights             38/8192         3344/720896   ( 0.5%) 
waterstrips            120/32768        1200/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1671/65536        3342/131072   ( 2.5%) 
cubemapsamples           4/1024           64/16384    ( 0.4%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]     1402016/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       11673/393216   ( 3.0%) 
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]           1/1722     ( 0.1%) 
pakfile               [variable]       30592/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]      408890/4194304  ( 9.7%) 
==== Total Win32 BSP file data space used: 2194364 bytes ====

Linux Specific Data:
physicssurface        [variable]     1299678/6291456  (20.7%) 
==== Total Linux BSP file data space used: 3085152 bytes ====

Total triangle count: 3061
Writing c:\dokumente und einstellungen\martin\desktop\css-updates\sdk\fy_ramps_b22.bsp
58 seconds elapsed
 
there cannot be a single whole in your level, 1 little sliver will indeed mess your water up. you also have to make sure your water is in a perfect container and all sides are covered. if it still doesnt work add a bottom to the water.

the water is tricky to figure out in source but it will be worth it.
 
erm, what do you mean with a "hole"?
I'm pretty sure my water sits in a nive container, only the top face of the water block has the water texture on it, the rest -> nodraw and the container also has a bottom...
 
Do a bsp compile (bsp: Normal, vis and rad: no, dont run game after comple)
Then goto Map>Load Pointfile
If you can't find a file name YOURMAP.lin then you dont have a hole (or leak). Where YOURMAP is the name of your map at the time.
Im not sure if its necessary to do the compile before you load the pointfile.

If Hammer loads one up look around for a red line that will appear in your map and usually zigzags around. Follow it and look for any part of the line that either goes through a brush or outside your level through a gap between brushes. It'll go through a brush if you have a detail brush with no solid world brushes surrounding it to seal off the inside from the outside. (You know about leaks right?)
 
no I dont know about leakds :stare:
but I'll try to do what you said

EDIT: yeah there is a red line, it goes from a tree (prop_static) just outside of my map....

EDIT: heres a picture:

what should i do now?
 
nevermind, fixed all the leaks, ensured that the water really fits PERFECTLY into its container and now it works :D

thx for your help!
 
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