Re: water
Posted by rival on
Tue May 31st 2005 at 6:21pm
rival
member
512 posts
141 snarkmarks
Registered:
Apr 7th 2005
Occupation: being a pain in the ass
Location: inverness
i make the water properly in hammer but when i run the map its invisible. its there its just invisble. ive checked for leaks and tryed different water textures. anyone know anything??
Heres my compile log:
materialPath: c:\program files\valve\steam\steamapps\tilaxeu\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\tilaxeu\sourcesdk_content\hl2\mapsrc\Maps\Insurgence\sp_insurge_02.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light_environment (-98.33 127.76 351.00) leaked!
Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 6 detail faces... done (0)
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) (24095 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (43678 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 C:\Program Files\Valve\Steam\SteamApps\tilaxeu\sourcesdk_content\hl2\mapsrc\Maps\Insurgence\sp_insurge_02.bsp
4 seconds elapsed
1 threads
reading c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.bsp
reading c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.prt
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.bsp
No vis information, direct lighting only.
620 faces
33397 square feet [4809275.50 square inches]
1 displacements
5034 square feet [724911.69 square inches]
2 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.0046 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
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 2/1024 96/49152 ( 0.2%)
brushes 39/8192 468/98304 ( 0.5%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 508/65536 10160/1310720 ( 0.8%)
vertexes 910/65536 10920/786432 ( 1.4%)
nodes 499/65536 15968/2097152 ( 0.8%)
texinfos 107/12288 7704/884736 ( 0.9%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 11236/0 11236/0 ( 0.0%)
faces 620/65536 34720/3670016 ( 0.9%)
origfaces 195/65536 10920/3670016 ( 0.3%)
leaves 502/65536 28112/3670016 ( 0.8%)
leaffaces 688/65536 1376/131072 ( 1.0%)
leafbrushes 247/65536 494/131072 ( 0.4%)
surfedges 3789/512000 15156/2048000 ( 0.7%)
edges 1934/256000 7736/1024000 ( 0.8%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 68/32768 680/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1068/65536 2136/131072 ( 1.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 104700/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 3925/393216 ( 1.0%)
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] 1/296 ( 0.3%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2764 ( 0.0%)
pakfile [variable] 10093/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 24095/4194304 ( 0.6%)
==== Total Win32 BSP file data space used: 305966 bytes ====
Linux Specific Data:
physicssurface [variable] 43678/6291456 ( 0.7%)
==== Total Linux BSP file data space used: 325549 bytes ====
Total triangle count: 1767
Writing c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.bsp
12 seconds elapsed
14 posts
21 snarkmarks
Registered:
Mar 14th 2005
Location: denmark
The water may not touch the skybox.
Re: water
Posted by rival on
Wed Jun 1st 2005 at 6:06pm
rival
member
512 posts
141 snarkmarks
Registered:
Apr 7th 2005
Occupation: being a pain in the ass
Location: inverness
i moved the light_environment and it still leaked so i got rid of it. then it says one of my info_nodes is leaking so i got rid of them. then it says weapon_crowbar is leaking so i got rid of all entities except for the info_player start and it says that leaks as well. it tried a new map, just a simple room with water, and the same thing happened as well. the compile log isnt running VIS either, it says it cant read my maps .prt.