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Yes, I have some water blocks in the underground section of my map and a big lake on top. However, when I add these tunnels, im not adding new water and yet it is still breaking the existing water. So that lead me to rule out that as being a problem, unless im missing something?
VVIS seems to be crashing. I've never seen that errror before so I'm not sure why, but it seems that you've hit some sort of limit.
From the numbers VVIS spits out, your map seems to be extremely unoptimized. How long did that VVIS compile take?
It takes about 15 minutes per compile, regardless if the water works or not.
Not sure if it works with CS:S, but you can also use func_viscluster to simplify the VVIS calculations reducing the data size.
I'll look into it, thanks.
the water is completely invisable even without skybox or any texture while inside water
there was absolutely no leak
idk what to do
** Command: "H:\PERO\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
2 threads
materialPath: H:\PERO\steamapps\common\Team Fortress 2\tf\materials
Loading H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (16082 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.
Compacting texture/material tables...
Reduced 33 texinfos to 24
Reduced 9 texdatas to 9 (159 bytes to 159)
Writing H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
** Executing...
** Command: "H:\PERO\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership"
Valve Software - vvis.exe (Aug 2 2018)
2 threads
reading h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
reading h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.prt
94 portalclusters
260 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 28 visible clusters (0.34%)
Total clusters visible: 8252
Average clusters visible: 87
Building PAS...
Average clusters audible: 94
visdatasize:3018 compressed from 3008
writing h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
** Executing...
** Command: "H:\PERO\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
313 faces
129464 square feet [18642944.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
313 patches before subdivision
14189 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 2175846, max 443
transfer lists: 16.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0029 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 4/1024 192/49152 ( 0.4%)
brushes 42/8192 504/98304 ( 0.5%)
brushsides 252/65536 2016/524288 ( 0.4%)
planes 158/65536 3160/1310720 ( 0.2%)
vertexes 419/65536 5028/786432 ( 0.6%)
nodes 175/65536 5600/2097152 ( 0.3%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 9/2048 288/65536 ( 0.4%)
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 313/65536 17528/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 157/65536 8792/3670016 ( 0.2%)
leaves 180/65536 5760/2097152 ( 0.3%)
leaffaces 362/65536 724/131072 ( 0.6%)
leafbrushes 90/65536 180/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2124/512000 8496/2048000 ( 0.4%)
edges 1166/256000 4664/1024000 ( 0.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 34/32768 340/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 678/65536 1356/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 546680/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3018/16777216 ( 0.0%)
entdata [variable] 5215/393216 ( 1.3%)
LDR ambient table 180/65536 720/262144 ( 0.3%)
HDR ambient table 180/65536 720/262144 ( 0.3%)
LDR leaf ambient 112/65536 3136/1835008 ( 0.2%)
HDR leaf ambient 180/65536 5040/1835008 ( 0.3%)
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] 54/0 ( 0.0%)
physics [variable] 16082/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 870
Writing h:\pero\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "H:\PERO\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mothership.bsp" "H:\PERO\steamapps\common\Team Fortress 2\tf\maps\mothership.bsp"
** Executing...
** Command: "H:\PERO\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "H:\PERO\steamapps\common\Team Fortress 2\tf" +map "mothership" -steam