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Source SDK

Productor Oct 27, 2015 @ 1:00am
Water bug in my game
Hey ! My water bug in my game ! I do : My block with texture :nodraw, after I put texture (water_well) with right and I creat : env_cubemap and water_lod_control !

My Compile Process :

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\patri_000\Downloads\jump_maz.vmf"

Valve Software - vbsp.exe (Oct 14 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\patri_000\Downloads\jump_maz.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 light (-153.00 -196.39 340.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! 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) (22500 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 111 texinfos to 71
Reduced 14 texdatas to 10 (441 bytes to 307)
Writing C:\Users\patri_000\Downloads\jump_maz.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\patri_000\Downloads\jump_maz"

Valve Software - vvis.exe (Oct 14 2015)
8 threads
reading c:\users\patri_000\downloads\jump_maz.bsp
reading c:\users\patri_000\downloads\jump_maz.prt
LoadPortals: couldn't read c:\users\patri_000\downloads\jump_maz.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\patri_000\Downloads\jump_maz"

Valve Software - vrad.exe SSE (Oct 14 2015)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\patri_000\downloads\jump_maz.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
1034 faces
888707 square feet [127973936.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
23 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0097 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 51/8192 612/98304 ( 0.6%)
brushsides 309/65536 2472/524288 ( 0.5%)
planes 338/65536 6760/1310720 ( 0.5%)
vertexes 1253/65536 15036/786432 ( 1.9%)
nodes 574/65536 18368/2097152 ( 0.9%)
texinfos 71/12288 5112/884736 ( 0.6%)
texdata 10/2048 320/65536 ( 0.5%)
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 1034/65536 57904/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 219/65536 12264/3670016 ( 0.3%)
leaves 592/65536 18944/2097152 ( 0.9%)
leaffaces 1256/65536 2512/131072 ( 1.9%)
leafbrushes 239/65536 478/131072 ( 0.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 5401/512000 21604/2048000 ( 1.1%)
edges 2846/256000 11384/1024000 ( 1.1%)
LDR worldlights 23/8192 2024/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 44/32768 440/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 603/65536 1206/131072 ( 0.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4655992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 9343/393216 ( 2.4%)
LDR ambient table 592/65536 2368/262144 ( 0.9%)
HDR ambient table 592/65536 2368/262144 ( 0.9%)
LDR leaf ambient 1786/65536 50008/1835008 ( 2.7%)
HDR leaf ambient 592/65536 16576/1835008 ( 0.9%)
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] 212650/0 ( 0.0%)
physics [variable] 22500/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2458
Writing c:\users\patri_000\downloads\jump_maz.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\patri_000\Downloads\jump_maz.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\jump_maz.bsp"

My screen of water :
http://steamcommunity.com/sharedfiles/filedetails/?id=542767381

Sorry, I have bad english c:


< >
Showing 1-15 of 17 comments
Joonaxii Oct 27, 2015 @ 1:20am 
You should seal your map. Just make a box around your map and make it hollow. Set it's material to tools/Skybox and that sould fix it. :) Oh and check if your water brush's every side has the water texture. Or you could send me the water portion of the .vmf file and i can check the water.
Last edited by Joonaxii; Oct 27, 2015 @ 1:26am
Productor Oct 27, 2015 @ 1:36am 
Originally posted by Joonaxii:
Oh and check if your water brush's every side has the water texture.
I have one texture water and other it's nodraw
Joonaxii Oct 27, 2015 @ 1:42am 
Originally posted by Mazloo:
Originally posted by Joonaxii:
Oh and check if your water brush's every side has the water texture.
I have one texture water and other it's nodraw
You should NOT have nodraw texture visible to player. It creates that void effect you see right now.
Rectus Oct 27, 2015 @ 1:49am 
Originally posted by Joonaxii:
You should seal your map. Just make a box around your map and make it hollow. Set it's material to tools/Skybox and that sould fix it. :)

That is a really poor fix that encourages bad parctices and leads to poor performance. Please don't recommend it to people.

Instead, to propely seal the map, you need to find where it's leaking, and plug it. Please see this article on a good description on how to do it: http://www.tophattwaffle.com/faq/#FAQ1
Productor Oct 27, 2015 @ 7:06am 
I always have bug :c
Productor Oct 27, 2015 @ 11:45am 
Help me please
Rectus Oct 27, 2015 @ 1:01pm 
Did you fix the leak?
Productor Oct 28, 2015 @ 1:51am 
I found : Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Productor Oct 28, 2015 @ 1:56am 
I do not think it's something to fix. I think I do not know put water! To set the water I do: my rectangle, I clipping, and then I put env_cubemap water_lod_control. With env_cubemap I pick my water. ^^
I haven't got skybox ^^ When I creat skybox, I haven't got a bug but I don't see water, I see skybox
I have the same problem : https://www.youtube.com/watch?v=uwNY0GCrGm0
Last edited by Productor; Oct 28, 2015 @ 2:35am
Rectus Oct 28, 2015 @ 6:15am 
Your original compile log had this:

**** leaked ****
Entity light (-153.00 -196.39 340.00) leaked!

If you mnaged to fix that, and still have the issue, post a new compile log.
Productor Oct 28, 2015 @ 6:24am 
How do for fix ?
Rectus Oct 28, 2015 @ 6:25am 
Please follow this guide: http://www.tophattwaffle.com/faq/#FAQ1
Productor Oct 28, 2015 @ 6:31am 
I don't see a leak
Rectus Oct 28, 2015 @ 7:17am 
Does it still say you have one? Post your compile log.
Productor Oct 28, 2015 @ 7:37am 
I fixed a leak but another back '-'
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Date Posted: Oct 27, 2015 @ 1:00am
Posts: 17