water

rex64

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May 26, 2005
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I have water. It works great when you are underneath. Everything looks normal. However, when you are above the water, anywhere in the map and look at it, it is weird reflective like I left a whole in the level (the weird hall of mirrors or whatever they call it). I followed the HL2 tutorial on it, but I could not get it to work. I have nodraw (the yellow) on all faces except the top. Then on the top I have the water surface. Any ideas?
 
Could be a problem with the env_cubemap perhaps?

Did you connect it to the water and type "buildcubemaps" in the compiler? I was having a similar problem awhile back, and I believe this was the cause.
 
yea i have the same problem but how do u type buildcubemap in the compiler?
 
make sure you have env_cubemaps in your map, then when in your name, go into console and type buildcubemaps

u will see a lot of screens fly by. once thats done. reload the map. if this dont work

make sure u have a water_lod_control someplace in your map
 
reload map

How do you reload map? Is it "map mapname.bsp"
 
Its just "map mapname". And if you don't have your console activated yet, you aren't going to get anywhere.
When you open up HL2DM or CSS or HL2, you need to go into Options, then Keyboard, then Advanced. Then you check the box that says Ativate Console (~).

And after you do Buildcubemaps, I've found things look better if you close your map and open it again.
 
me too....after you buildcubemaps you might notice that some of them will reflect the skybox instead of what it is supposed to display. if this is the case, close and reload the map.
 
not working

It still has the same problem. Everything looks great when you are under water. And when you shoot the surface. But when you are on top it does not draw and gives the hall of mirrors effect. I tried building cubemaps and re-loading. Check out screenshot to see if it looks about right.
 

Attachments

  • siegeWater.jpg
    siegeWater.jpg
    87.9 KB · Views: 191
load pointfile to find a leak....and seal the leak....or try a different water texture.
 
Do you fully compile the map? Because if you stop the compile and you don't run vis and rad, it won't work.
 
pointfile

Do you have to do a full compile to get a pointfile? I can not find a pointfile for my map. Thanks.
 
if you cant load a pointfile then you dont have a leak (probably). try this. run your map and on the compile options click normal on bsp, normal on vis, and no on rad. this will compile your level without calculating the lights, and will put it on fullbright. doing this will just make compiling faster. after you are done compiling try loading the pointfile again in hammer and see if anything shows up. if not, then im almost positive you dont have a leak. however, if you dont have a leak, then im not sure what the hell is wrong with your map. youd have to send me the .vmf file via email for me to check it out.
 
email

Looks like I may need your email. I am still compiling. Looks like turning off rad did not speed anything up. Probably because I do not have any lights in my level yet.
 
rex64 said:
Looks like I may need your email. I am still compiling. Looks like turning off rad did not speed anything up. Probably because I do not have any lights in my level yet.

lol! Put some lights in it!
 
noob

:) I am still a noob. I have only been making levels in HL2DM for about a week. Anyways, I want to find a torch first. Where can I find a tourch, I know I have seen some in the dm levels before. Thanks.
 
still compiling

I let it compile over night. I am up to about 15 hours of compiling. Still not done. I think there is something wrong? vvis.exe is still using 100% of processor.

Edit: up to 17+ hours now.
 
why is it taking so long now? did it always take this long? btw if you have a very slow computer, this sort of time might be normal. otherwise i dont know how i could explain 17 hours of compiling.
 
i dont know

I dont know why it is taking so long. It seemd to start all on its own. Everything was working fine and then all the sudden I could not even finish compiling. I have a Athalon 64 3000.
 
now comiping, but no water

I guess that fixed it:

I did not change anything but a couple steps and it started compiling again. My water however is still broke. I did a full compile and re-built cubemaps. Also, I reloaded the map. Now when I look at the water I see the sky. And when I am in the water it still looks great.
http://www.halflife2.net/forums/showthread.php?t=82710&goto=newpost

My compile came out pretty good. I noticed it said too many portals. I do not even know what a portal is really....
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt...done (1)
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) (333362 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (333362 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt
2064 portalclusters
7929 numportals
Leaf (portal 7447) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X to view the problem.

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp" "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\maps\dm_siege.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" -dev -console +sv_lan 1 +map "dm_siege"
 
i did buildcubemaps also it did nothing to me and i have water_lod control and env_cubemap soemthing im missing?
 
few things to check:

1) some water doesn't display correctly. try using a different water texture.
2) Make sure your water texture is only on one (the top) surface of each water brush.
3) Make sure you have all your water textured surfaces at the same level (same z-value in hammer). Source doesn't support differing water levels. They must be horizontal as well.
 
VIS failed. Sometimes, water doesn't appear properly if VIS fails. Indeed, in my old testmap, one pool of water was fine without VIS and the other was broken.

VIS is failing because you have an area (leaf) of your map connected (the connections are called portals) to too many other areas (leaves). Having a complex object, such as a 64-faced sphere, that hasn't been tied to a func_detail would cause this, as the map space is split into leaves parallel to the world faces in the map. A very large room with a few hundred hallways branching off it might result in too many portals.
 
weird

I got my map to compile fast. I removed all of the water and their objects. Then I copied and pasted an entire working water level (1 room with 6 walls 1 water brush and the 2 objects you need for water). Now it compiles very slow and water does not work. Any ideas?
 
converted

I converted all of the tower shells to detail (CTRL-T). Water is still broke. What can I do to fix?

Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 164 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt...done (1)
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 (1) (333722 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (333722 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
7 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt
1946 portalclusters
7840 numportals
Leaf (portal 7363) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X to view the problem.

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp" "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\maps\dm_siege.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" -dev -console +sv_lan 1 +map "dm_siege"
 
I reiterate:

Raeven0 said:
VIS failed. Sometimes, water doesn't appear properly if VIS fails. Indeed, in my old testmap, one pool of water was fine without VIS and the other was broken.

VIS is failing because you have an area (leaf) of your map connected (the connections are called portals) to too many other areas (leaves). Having a complex object, such as a 64-faced sphere, that hasn't been tied to a func_detail would cause this, as the map space is split into leaves parallel to the world faces in the map. A very large room with a few hundred hallways branching off it might result in too many portals.
 
one room

I only have 1 room in my level basically. So would there be anything wrong with changing everything to func_detail?

I tried this. It made everything into one big glob. Is there a way to undo CTRL-T and turn it back to normal, later. Without using CTRL-Z?
 
There's a button on one of your right-side toolbars marked "toWorld," or if you right-click the entity, there's a "Move to World" option.
 
It was crashing in game now. I have made lots of changes. It works fine as long as I do not select everything and press CTRL-T. Any suggestions?
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 3072.0, 208.0)
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 (2048.0, 2560.0, 208.0)
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 (512.0, 3072.0, 208.0)
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 (-512.0, 3072.0, 208.0)
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 (-1024.0, 2560.0, 208.0)
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 (2048.0, 1536.0, 208.0)
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 (1536.0, 0.0, 208.0)
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 (2048.0, 512.0, 208.0)
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: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 834 detail faces...done (1)
Merging details...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) (7707 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (7707 bytes)
Static prop models/props_foliage/cattails.mdl outside the map (608.00, 960.00, 32.00)
Static prop models/props_foliage/cattails.mdl outside the map (-320.00, 1216.00, 32.00)
Static prop models/props_foliage/cattails.mdl outside the map (-204.00, 2220.00, 32.00)
Static prop models/props_foliage/cattails.mdl outside the map (256.00, 1888.00, 32.00)
Static prop models/props_foliage/tree_deciduous_01a-lod.mdl outside the map (225.00, 1152.00, 33.00)
Static prop models/props_c17/fountain_01.mdl outside the map (1449.00, 2028.00, 33.00)
Static prop models/props_canal/generator02.mdl outside the map (1088.00, 1052.00, -864.00)
Static prop models/props_canal/generator01.mdl outside the map (1057.00, 1021.00, -589.00)
Static prop models/props_c17/gravestone_statue001a.mdl outside the map (138.00, 2338.00, 125.00)
Static prop models/props_rooftop/small_parliament_dome.mdl outside the map (1056.00, 1216.00, -596.71)
Static prop models/props_rooftop/dome_terminal_02.mdl outside the map (1440.00, 1112.00, -704.00)
Static prop ./models/props_c17/statue_horse.mdl outside the map (1453.00, 1873.00, 41.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1389.00, 1876.00, -630.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1389.00, 1876.00, -501.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1389.00, 1876.00, -372.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1389.00, 1876.00, -240.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1388.00, 1876.00, -109.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 6

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
No vis information, direct lighting only.
6 faces
316 square feet [45632.00 square inches]
0 displacements
0 square feet [0.00 square inches]
15 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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                  15/1024          720/49152    ( 1.5%) 
brushes                984/8192        11808/98304    (12.0%) 
brushsides            7438/65536       59504/524288   (11.3%) 
planes                5930/65536      118600/1310720  ( 9.0%) 
vertexes               113/65536        1356/786432   ( 0.2%) 
nodes                  108/65536        3456/2097152  ( 0.2%) 
texinfos              1928/12288      138816/884736   (15.7%) 
texdata                 19/2048          608/65536    ( 0.9%) 
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                    6/65536         336/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                 124/65536        6944/3670016  ( 0.2%) 
leaffaces                6/65536          12/131072   ( 0.0%) 
leafbrushes             14/65536          28/131072   ( 0.0%) 
surfedges               48/512000        192/2048000  ( 0.0%) 
edges                   25/256000        100/1024000  ( 0.0%) 
worldlights             15/8192         1320/720896   ( 0.2%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]        1216/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       79680/393216   (20.3%) 
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]       40994/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]        7707/4194304  ( 0.2%) 
==== Total Win32 BSP file data space used: 473783 bytes ====

Linux Specific Data:
physicssurface        [variable]        7707/6291456  ( 0.1%) 
==== Total Linux BSP file data space used: 473783 bytes ====

Total triangle count: 12
Writing c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp" "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\maps\dm_siege.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" -dev -console +sv_lan 1 -windowed +map "dm_siege"
 
i am looking at your map in hammer right now. and there are absolutely no func_details at all. let me give you an example of what you should turn into a func_detail. the bricks on top of the castle and your stairs should be func detail. why? because whether or not they are world geometry, it will not prevent a leak. any solid brush that doesnt block leaks should be a func_detail (i think i made a correct generalization). so for your stairs, multiselect them. do this by clicking the first stair, holding ctrl, and clicking each of the rest of the stairs in the staircase using the 3d preview. then, on the right side of hammer, click to entity. it will turn all those stairs into a func detail by default. then, click apply on that little dialog box. that will be what turns your brushes into a func_detail entity. let me toy with your map a bit and get more familiar with it so that i may tell you more stuff. btw, your map is lookin rather messy. nonetheless, keep working on it until you are finished. it will serve as a learning project.
 
but you havent seen this guys map.....there are SO many brushes in it that should be func details, but, alas, are not.
 
green

Everything is green. However all the objects are sperate. Any ideas why my water stopped working aggain? I made sure almost everything was a detail brush.
 

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ok i think your entire CASTLE should be a funcdetail, because of the way its structured, but not everything else in the map. also, there are two rooms connected to the skybox. and between them you have the nodraw texture attached where they meet. i think this alone might cause your water to screw up. im compiling right now to see whats up.

Edit: get rid of the 'alyxgun' entities you put in....those arent real weapons....also get rid of that antlion and any AI you plan on putting in this map. never put AI in a multiplayer map. it will not work.

Nother edit: found why your water wont work. you know how you attached a room to your sky box? dont ever do that. ever. not only does it not make sense, it will also make your water not work. so, drag the skybox up till it is level and above this little room you connected to the skybox. then fill that area in with a concrete wall. my description sucks and i dont care. i will send your map back to you tomorow so you can see what i mean and see what i did to change it, and then you can apply it to your map. dont just save the map im giving you and continue from what i did, do it your damn self. for now....im goin to bed. i will also point out that static props floating in space arent to slick either. AND why the hell did you make a pyramid out of about 40-50 explosive barrels? i will comment more tomorow.
 
I'm going off what he writes in his replies. I haven't looked at his map at all.

This is why the latest version's water doesn't work:
**** leaked ****
Surprisingly, turning everything into a func_detail causes leaks. This contrasts with the general expectation in that turning everything into a func_detail should not only cause leaks but break the map entirely.
 
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