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A bit help with hammer editor - A Forum Thread for Source Engine


Sorry if this is posted in the wrong section,im new to this web and struggled a bit.
I am making a map but the water is invisible no mater what i do,the point file doesnt work or show anything and im using VVIS at normal so could anyone please give me any solution ?
Screenshot with lightshot of settings
http://prntscr.com/hwjwnb

Logs : 

** Executing...

** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"

** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gm_betamap.vmf"

Valve Software - vbsp.exe (Dec 12 2017)

8 threads

materialPath: D:\Steam\steamapps\common\GarrysMod\garrysmod\materials

Loading C:\Users\user\Documents\gm_betamap.vmf

Could not locate 'GameData' key in d:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt

Patching WVT material: maps/gm_betamap/nature/blendsandsand008b_antlion_wvt_patch

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

**** leaked ****

Entity prop_dynamic (-nan(ind) -nan(ind) -161.00) leaked!

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

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.

Finding displacement neighbors...

Found a displacement edge abutting multiple other edges.

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (1) (221153 bytes)

Static prop models/props_c17/computer01_keyboard.mdl outside the map (7083.00, -2770.00, 279.00)

Error! prop_static using model "models/props_lab/monitor01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.

Error loading studio model "models/props_lab/monitor01a.mdl"!

Static prop models/props_combine/breendesk.mdl outside the map (7072.00, -2772.00, 248.00)

Error! To use model "models/nova/chair_office02.mdl"

      with prop_static, it must be compiled with $staticprop!

Error loading studio model "models/nova/chair_office02.mdl"!

Error! prop_static using model "models/props_lab/desklamp01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.

Error loading studio model "models/props_lab/desklamp01.mdl"!

Static prop models/props_foliage/tree_springers_01a.mdl outside the map (2584.77, -657.37, 48.38)

Static prop models/props_foliage/tree_springers_01a.mdl outside the map (1879.06, -132.62, 48.38)

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 1090 texinfos to 836

Reduced 47 texdatas to 38 (1392 bytes to 995)

Writing C:\Users\user\Documents\gm_betamap.bsp

1 second elapsed

** Executing...

** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vvis.exe"

** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gm_betamap"

Valve Software - vvis.exe (Dec 12 2017)

8 threads

reading c:\users\user\documents\gm_betamap.bsp

reading c:\users\user\documents\gm_betamap.prt

LoadPortals: couldn't read c:\users\user\documents\gm_betamap.prt

** Executing...

** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vrad.exe"

** Parameters: -both -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gm_betamap"

Valve Software - vrad.exe SSE (Dec 12 2017)

      Valve Radiosity Simulator     

8 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\users\user\documents\gm_betamap.bsp

No vis information, direct lighting only.

Setting up ray-trace acceleration structure... Done (0.81 seconds)

7737 faces

7 degenerate faces

2302439 square feet [331551328.00 square inches]

43 Displacements

103370 Square Feet [14885350.00 Square Inches]

sun extent from map=0.000000

65 direct lights

BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (34)

Build Patch/Sample Hash Table(s).....Done<0.0922 sec>

FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)

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 (8)

Writing leaf ambient...done

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 

------------       ---------------  ---------------  -------- 

models                   1/1024           48/49152    ( 0.1%) 

brushes                631/8192         7572/98304    ( 7.7%) 

brushsides            4456/65536       35648/524288   ( 6.8%) 

planes                3136/65536       62720/1310720  ( 4.8%) 

vertexes             10572/65536      126864/786432   (16.1%) 

nodes                 3607/65536      115424/2097152  ( 5.5%) 

texinfos               836/12288       60192/884736   ( 6.8%) 

texdata                 38/2048         1216/65536    ( 1.9%) 

dispinfos               43/0            7568/0        ( 0.0%) 

disp_verts            2475/0           49500/0        ( 0.0%) 

disp_tris             3776/0            7552/0        ( 0.0%) 

disp_lmsamples       90196/0           90196/0        ( 0.0%) 

faces                 7737/65536      433272/3670016  (11.8%) 

hdr faces                0/65536           0/3670016  ( 0.0%) 

origfaces             2289/65536      128184/3670016  ( 3.5%) 

leaves                3609/65536      115488/2097152  ( 5.5%) 

leaffaces             8381/65536       16762/131072   (12.8%) 

leafbrushes           2131/65536        4262/131072   ( 3.3%) 

areas                    2/256            16/2048     ( 0.8%) 

surfedges            45342/512000     181368/2048000  ( 8.9%) 

edges                24424/256000      97696/1024000  ( 9.5%) 

LDR worldlights         65/8192         5720/720896   ( 0.8%) 

HDR worldlights          0/8192            0/720896   ( 0.0%) 

leafwaterdata            2/32768          24/393216   ( 0.0%) 

waterstrips            934/32768        9340/327680   ( 2.9%) 

waterverts               0/65536           0/786432   ( 0.0%) 

waterindices         12789/65536       25578/131072   (19.5%) 

cubemapsamples           0/1024            0/16384    ( 0.0%) 

overlays                 0/512             0/180224   ( 0.0%) 

LDR lightdata         [variable]    10377972/0        ( 0.0%) 

HDR lightdata         [variable]           0/0        ( 0.0%) 

visdata               [variable]           0/16777216 ( 0.0%) 

entdata               [variable]       38876/393216   ( 9.9%) 

LDR ambient table     3609/65536       14436/262144   ( 5.5%) 

HDR ambient table     3609/65536       14436/262144   ( 5.5%) 

LDR leaf ambient     20279/65536      567812/1835008  (30.9%) 

HDR leaf ambient      3609/65536      101052/1835008  ( 5.5%) 

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]           1/5476     ( 0.0%) 

pakfile               [variable]      214171/0        ( 0.0%) 

physics               [variable]      221153/4194304  ( 5.3%) 

physics terrain       [variable]        6159/1048576  ( 0.6%) 

Level flags = 0

Total triangle count: 20823

Writing c:\users\user\documents\gm_betamap.bsp

52 seconds elapsed

Valve Software - vrad.exe SSE (Dec 12 2017)

      Valve Radiosity Simulator     

8 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\users\user\documents\gm_betamap.bsp

No vis information, direct lighting only.

Setting up ray-trace acceleration structure... Done (0.81 seconds)

7737 faces

7 degenerate faces

2302439 square feet [331551328.00 square inches]

43 Displacements

103370 Square Feet [14885350.00 Square Inches]

sun extent from map=0.000000

65 direct lights

BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (34)

Build Patch/Sample Hash Table(s).....Done<0.0957 sec>

FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)

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 (8)

Writing leaf ambient...done

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 

------------       ---------------  ---------------  -------- 

models                   1/1024           48/49152    ( 0.1%) 

brushes                631/8192         7572/98304    ( 7.7%) 

brushsides            4456/65536       35648/524288   ( 6.8%) 

planes                3136/65536       62720/1310720  ( 4.8%) 

vertexes             10572/65536      126864/786432   (16.1%) 

nodes                 3607/65536      115424/2097152  ( 5.5%) 

texinfos               836/12288       60192/884736   ( 6.8%) 

texdata                 38/2048         1216/65536    ( 1.9%) 

dispinfos               43/0            7568/0        ( 0.0%) 

disp_verts            2475/0           49500/0        ( 0.0%) 

disp_tris             3776/0            7552/0        ( 0.0%) 

disp_lmsamples       90196/0           90196/0        ( 0.0%) 

faces                 7737/65536      433272/3670016  (11.8%) 

hdr faces             7737/65536      433272/3670016  (11.8%) 

origfaces             2289/65536      128184/3670016  ( 3.5%) 

leaves                3609/65536      115488/2097152  ( 5.5%) 

leaffaces             8381/65536       16762/131072   (12.8%) 

leafbrushes           2131/65536        4262/131072   ( 3.3%) 

areas                    2/256            16/2048     ( 0.8%) 

surfedges            45342/512000     181368/2048000  ( 8.9%) 

edges                24424/256000      97696/1024000  ( 9.5%) 

LDR worldlights         65/8192         5720/720896   ( 0.8%) 

HDR worldlights         65/8192         5720/720896   ( 0.8%) 

leafwaterdata            2/32768          24/393216   ( 0.0%) 

waterstrips            934/32768        9340/327680   ( 2.9%) 

waterverts               0/65536           0/786432   ( 0.0%) 

waterindices         12789/65536       25578/131072   (19.5%) 

cubemapsamples           0/1024            0/16384    ( 0.0%) 

overlays                 0/512             0/180224   ( 0.0%) 

LDR lightdata         [variable]    10377972/0        ( 0.0%) 

HDR lightdata         [variable]    10377972/0        ( 0.0%) 

visdata               [variable]           0/16777216 ( 0.0%) 

entdata               [variable]       38876/393216   ( 9.9%) 

LDR ambient table     3609/65536       14436/262144   ( 5.5%) 

HDR ambient table     3609/65536       14436/262144   ( 5.5%) 

LDR leaf ambient     20279/65536      567812/1835008  (30.9%) 

HDR leaf ambient     20280/65536      567840/1835008  (30.9%) 

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]           1/5476     ( 0.0%) 

pakfile               [variable]      214171/0        ( 0.0%) 

physics               [variable]      221153/4194304  ( 5.3%) 

physics terrain       [variable]        6159/1048576  ( 0.6%) 

Level flags = 0

Total triangle count: 20823

Writing c:\users\user\documents\gm_betamap.bsp

52 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Users\user\Documents\gm_betamap.bsp" "D:\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_betamap.bsp"
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  • Ghost1420071 avatar
    Ghost1420071 Joined 6y ago
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    3y
    **** leaked ****

    Entity prop_dynamic (-nan(ind) -nan(ind) -161.00) leaked!


    Do not delete this unless it's somewhere outside of your map. There is a leak somewhere closest to this entity
    URL to post:
  • I have lots of prop dynamics,how will i find the one who has a leak ?Is there a way?
    Bananite
    URL to post:
  • Ghost1420071 avatar
    Ghost1420071 Joined 6y ago
    Offλine
    1,901 points Ranked 21,665th
    22 medals 5 rare
    • Returned 1000 times Medal icon
    • Received thanks 50 times Medal icon
    • GameBanana’s Christmas Giveaway 2017 Day Nine Winner! Medal icon
    • GameBanana’s Christmas Giveaway 2017 Day Fifteen Winner! Medal icon
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    • One month a member Medal icon
    3y
    You can try this technique:

    1) seal off half of your map with one huge cube. If it compiles properly, you will know that the leak is on the blocked off side of the map. Then block off smaller and smaller areas and retry until you pinpoint the source of your problem
    URL to post: