Ok, new update. I set the shaders to high, and leaves fall from the sky, which is cool, I guess. Off in the distance, above my bsp brushes (possibly at the origin) is a single point where all rain droplets are colliding. I'm not sure what to do. Advice?
Here is the compile log without RAD compiled.
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vbsp
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" "
C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\test.vm
f"
Valve Software - vbsp.exe (Apr 21 2010)
2 threads
materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\m
aterials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\test.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/test/nature/blend_dirt_mud_01_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\test.prt...Building visibility clusters...
done (0)
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) (199265 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
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 394 texinfos to 186
Reduced 88 texdatas to 64 (3468 bytes to 2590)
Writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\test.bsp
1 second elapsed
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vvis
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" -
fast "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\t
est"
Valve Software - vvis.exe (Apr 21 2010)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\test.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\test.prt
471 portalclusters
1151 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 10748 visible clusters (0.00%)
Total clusters visible: 102103
Average clusters visible: 216
Building PAS...
Average clusters audible: 437
visdatasize:52707 compressed from 60288
writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\test.bsp
0 seconds elapsed
Running command: copy "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk
_content\mapsrc\test.bsp" "c:\program files\steam\steamapps\common\left 4 dead 2
\left4dead2\maps\test.bsp"
Finished. Press a key to close.