Water problem

A Forum Thread for GameBanana

Well im not a noob, i know how to make water

The water in my map wont show, there are no leaks. ive tried to load the pointfile several times but there is none. i got a big skybox (no holes). the water ive made with nodraw texture and then change the top surface on it to water. ive tried to change water texture several times. i remade the water box. i made sure that the water box arent tuching anything else. ice added a water_lod_control + a env_cubemap so my question is WHY DOSENT MY WATER WORK !!!!! LOG FILE: ** Executing... ** Command: "c:\steam\steamapps\tpbbe\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\steam\steamapps\tpbbe\counter-strike source\cstrike" "C:\Steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\steam\steamapps\tpbbe\counter-strike source\cstrike\materials Loading C:\Steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.vmf fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 82 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/de_cobble_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/de_cobble_hdr*.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 (1) (244205 bytes) Error! prop_static using model "models/props_c17/furniturebed001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturebed001a.mdl"! Error! prop_static using model "models/props/cs_office/plant01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/plant01.mdl"! Error! prop_static using model "models/props_interiors/furniture_chair01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_chair01a.mdl"! Error! To use model "models/props_c17/doll01.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_c17/doll01.mdl"! Error! prop_static using model "models/props/cs_office/chair_office.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/chair_office.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 636 texinfos to 411 Reduced 80 texdatas to 66 (2751 bytes to 2262) Writing C:\Steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.bsp 8 seconds elapsed ** Executing... ** Command: "c:\steam\steamapps\tpbbe\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\steam\steamapps\tpbbe\counter-strike source\cstrike" "C:\Steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.bsp reading c:\steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.prt 2296 portalclusters 7207 numportals Leaf 69 (portal 443) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem. ** Executing... ** Command: "c:\steam\steamapps\tpbbe\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\steam\steamapps\tpbbe\counter-strike source\cstrike" "C:\Steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.bsp No vis information, direct lighting only. 7603 faces 1 degenerate faces 786632 square feet [113275136.00 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 (1) Build Patch/Sample Hash Table(s).....Done<0.0348 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 50/1024 2400/49152 ( 4.9%) brushes 1461/8192 17532/98304 (17.8%) brushsides 9035/65536 72280/524288 (13.8%) planes 2464/65536 49280/1310720 ( 3.8%) vertexes 13796/65536 165552/786432 (21.1%) nodes 4851/65536 155232/2097152 ( 7.4%) texinfos 411/12288 29592/884736 ( 3.3%) texdata 66/2048 2112/65536 ( 3.2%) 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 7603/65536 425768/3670016 (11.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2550/65536 142800/3670016 ( 3.9%) leaves 4902/65536 156864/2097152 ( 7.5%) leaffaces 8629/65536 17258/131072 (13.2%) leafbrushes 3210/65536 6420/131072 ( 4.9%) areas 2/256 16/2048 ( 0.8%) surfedges 47278/512000 189112/2048000 ( 9.2%) edges 25945/256000 103780/1024000 (10.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1050/32768 10500/327680 ( 3.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 17595/65536 35190/131072 (26.8%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1790668/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 57418/393216 (14.6%) LDR leaf ambient 4902/65536 117648/1572864 ( 7.5%) 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] 1/3138 ( 0.0%) pakfile [variable] 268986/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 244205/4194304 ( 5.8%) ==== Total Win32 BSP file data space used: 4060647 bytes ==== Total triangle count: 21689 Writing c:\steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.bsp 4 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Steam\steamapps\tpbbe\sourcesdk_content\cstrike\mapsrc\Jailbreak_v4.bsp" "c:\steam\steamapps\tpbbe\counter-strike source\cstrike\maps\Jailbreak_v4.bsp"
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    Please post your compile log. Edit it into the original post instead of making several posts.
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    Mantra
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