Water acting up
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Quote
Re: Water acting up
Posted by Carwash on Wed Mar 21st at 5:45pm 2007


My water has suddenly gone see through, it was fine and then i added something (not sure what as i did quite a bit of work before loading up the map again to see what it was like).
Ive checked the logs when compiling and it says there is some leaks, but when i goto find them the things it says are leaking arent.


Im at a loss ..

image




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Re: Water acting up
Posted by Junkyard God on Wed Mar 21st at 6:15pm 2007


Could you post the compile log?
And have you made a water controller etc. and set them up properly?

Try finding out what you last added, trace back steps and save it under a different file name to trouble shoot.



Hell, is an half-filled auditorium



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Re: Water acting up
Posted by fishy on Wed Mar 21st at 6:28pm 2007


The thing that it says is leaking is just an entity near the leak. In hammer main menu, Map>Load Pointfile, will create a red line. The line will start at the entity, and will make its way around your map until it leaves your level through the leak.

Fix the leak and your water will look like water again.




i eat paint



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Re: Water acting up
Posted by Carwash on Wed Mar 21st at 6:40pm 2007


Would having a room to teleport to outside of the skybox cause a leak?

? quote:

** Executing...
** Command: "i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdkbinvbsp.exe"
** Parameters: -game "i:sierrasteamsteamappsbigbadbobins@hotmail.comhalf-life 2hl2" "I:SIERRAsteamSteamAppsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: i:sierrasteamsteamappsbigbadbobins@hotmail.comhalf-life 2hl2materials
Loading I:SIERRAsteamSteamAppsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity trigger_teleport (-3696.00 -158.00 1102.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (474.5, 90.5, 12.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 6128:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (76.0, 106.5, 12.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 6128:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 36.0, 12.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 6128:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10.0, 43.2, 12.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 6128:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 60.0, 12.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 6128:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0, 96.0, 12.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 6128:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-5.5, 38.3, 12.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 6128:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0, 1536.0, 1052.0)
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...
Merged 80 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_05rt"
Can't load skybox file skybox/sky_day02_05 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 (1) (233903 bytes)
Error! To use model "models/props_wasteland/wood_fence01a.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_wasteland/wood_fence01a.mdl"!
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 859 texinfos to 541
Reduced 103 texdatas to 96 (2695 bytes to 2483)
Writing I:SIERRAsteamSteamAppsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.bsp
3 seconds elapsed

** Executing...
** Command: "i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdkbinvvis.exe"
** Parameters: -game "i:sierrasteamsteamappsbigbadbobins@hotmail.comhalf-life 2hl2" "I:SIERRAsteamSteamAppsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.bsp
reading i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.prt
LoadPortals: couldn't read i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.prt


** Executing...
** Command: "i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdkbinvrad.exe"
** Parameters: -game "i:sierrasteamsteamappsbigbadbobins@hotmail.comhalf-life 2hl2" "I:SIERRAsteamSteamAppsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.bsp
No vis information, direct lighting only.
4417 faces
897484 square feet [129237800.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0350 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

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 603/8192 7236/98304 ( 7.4%)
brushsides 4225/65536 33800/524288 ( 6.4%)
planes 1894/65536 37880/1310720 ( 2.9%)
vertexes 6090/65536 73080/786432 ( 9.3%)
nodes 2456/65536 78592/2097152 ( 3.7%)
texinfos 541/12288 38952/884736 ( 4.4%)
texdata 96/2048 3072/65536 ( 4.7%)
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 4417/65536 247352/3670016 ( 6.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2212/65536 123872/3670016 ( 3.4%)
leaves 2460/65536 78720/2097152 ( 3.8%)
leaffaces 5024/65536 10048/131072 ( 7.7%)
leafbrushes 1366/65536 2732/131072 ( 2.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 30321/512000 121284/2048000 ( 5.9%)
edges 17046/256000 68184/1024000 ( 6.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 463/32768 4630/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7437/65536 14874/131072 (11.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2402776/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 858/393216 ( 0.2%)
LDR leaf ambient 2460/65536 59040/1572864 ( 3.8%)
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] 1/412 ( 0.2%)
pakfile [variable] 22233/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 233903/4194304 ( 5.6%)
==== Total Win32 BSP file data space used: 3663304 bytes ====

Total triangle count: 12438
Writing i:sierrasteamsteamappsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "I:SIERRAsteamSteamAppsbigbadbobins@hotmail.comsourcesdk_contenthl2mapsrchlant2.bsp" "i:sierrasteamsteamappsbigbadbobins@hotmail.comhalf-life 2hl2mapshlant2.bsp"




Quote
Re: Water acting up
Posted by reaper47 on Wed Mar 21st at 6:54pm 2007


"Entity trigger_teleport (-3696.00 -158.00 1102.00) leaked!"

Means nothing. It just says that it started looking at this entity's coordinates (all entities must have their center inside the map but if there's a leak all entities are "outside" as there is no "inside").

Just load the pointfile, seal the leak or make sure no entities are outside the map and the water will be fine.






Quote
Re: Water acting up
Posted by Junkyard God on Wed Mar 21st at 7:28pm 2007


Indeed, don't try to teleport someone into nothingness, 'the void', or what ever you might name it if you were trying to do that.


Hell, is an half-filled auditorium



Quote
Re: Water acting up
Posted by Carwash on Wed Mar 21st at 7:34pm 2007


Nah, thats not what im doing. The room they are teleporting to is outside of the skybox , which is where it says the leak is however, there is no leak the red line goes through a wall



Quote
Re: Water acting up
Posted by reaper47 on Wed Mar 21st at 7:53pm 2007


Hmm.. could be a rare bug that causes fake-leaks.

Re-build the walls of that room, maybe a little different, especially the one the red line goes through.






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Re: Water acting up
Posted by Naklajat on Wed Mar 21st at 8:18pm 2007


Just FYI, that's what water does when there's a leak. In addition to everyone else's suggestions, make sure you aren't trying to seal the map with an entity, only regular ol' world brushes can seal the map.


=o



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Re: Water acting up
Posted by Riven on Wed Mar 21st at 8:50pm 2007


I've also found that oddly vertex-manipulated brushes won't seal the map either even as world brushes. It doesn't matter if they're not concave, or even if they seal directly on the line of a normal brush; the engine refuses to recognize them as world brushes, or at least that is my experience with them, may not be a problem for others.

Also, another thing to check: Sometimes this causes a problem and sometimes it doesn't, but check to see if the outlining walls go into one another, that is, do they line up on each other's edges, or do they clip beyond the edges? Make sure that they line up exactly on the grid and on each other.







Quote
Re: Water acting up
Posted by Carwash on Wed Mar 21st at 9:29pm 2007


? quote:
Just FYI, that's what water does when there's a leak. In addition to everyone else's suggestions, make sure you aren't trying to seal the map with an entity, only regular ol' world brushes can seal the map.


Really stupid question... but the skybox is ok to seal the map aint it >_<

This problem only came about when i started working on an outside bit, used fences to keep the player in and then the skybox to seal the map.

I also need to try re-building the walls as Reaper47 suggested




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Re: Water acting up
Posted by reaper47 on Wed Mar 21st at 9:57pm 2007


? quote:
Really stupid question... but the skybox is ok to seal the map aint it >_<


Well, this could be the problem. The skybox should be a separate, sealed room. I'd check some tutorials on sky and skyboxes again, maybe you got something terribly wrong here <img src=" SRC="images/smiles/icon_wink.gif">

I've made stupid things with skyboxes, too. They're quite confusing at first.






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Re: Water acting up
Posted by Riven on Wed Mar 21st at 10:15pm 2007


This room your mentioning, is it completely separate from the main map and 3d skybox (different from the regular skybox), and its own walls are what separate its interior from the void?

Just to clarify, your skybox texture should not be encompassing the entire map like a box circumscribed about the map. It should be used to just cover areas where there are no other walls or other visual disturbances to block the "void" from sight (check the Valve sdk maps).

Another clarification: The 3d skybox should be a box that encompasses everything that is not in the map, that is, it would be completely separate from the main map, and yes, look as if it was a hollowed out box completely covered in the _skybox texture. You use it to display big outdoor scenes that are built at 1/16 their original scale, and the sky_camera entity blows them up 16x that size to make it seem regular; it saves on resources and allows Source to render huge environments beyond the player's access at decent frame rates.

Your room however will not be in either of these. It should sit out there in the void all by its lonesome with its own walls (that are not covered in _skybox material). Regular brush-based walls not covered in the _skybox texture are also adequate to blocking the void. The skybox just adds a sky texture, so yea, you probably wouldn't see it used at all in a total indoor map with no windows.







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Re: Water acting up
Posted by Carwash on Wed Mar 28th at 5:12pm 2007


Cheers for the help everyone, ive sorted that problem out now. Had a skybox (normal, not 3d) encompassing the map, removed it and just put it in the places needed to reveal about 4 /5 leaks. Sealed those and the water works again.

Ive another problem too.
Depending on the angle i look at these doors, they're complete or missing (see screeny)

image




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Re: Water acting up
Posted by reaper47 on Wed Mar 28th at 5:54pm 2007


Are the parts missing on the same height as the water-brush? Water with an unfinished or bugged compile can cause the parts beneath water surfaces to disappear.





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Re: Water acting up
Posted by Carwash on Wed Mar 28th at 6:26pm 2007


they are and the water in those parts has a black line around them. Ill redo the water there




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