Technology (Read Only) > Mapping

How to make Source Water :O

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Foofoojack:

--- Quote from: Monttumopo on February 26, 2011, 02:44:33 AM ---
 :'(

--- End quote ---
Son, I am dissipoint. 

ursus:

--- Quote from: Monttumopo on February 26, 2011, 02:44:33 AM ---
 :'(

--- End quote ---

CRY SOME MOOR

Tezuni:
I look at the water from above it - and i'm looking right through the map.
I go in the inside the water, it looks fine from all angles.

yes i have the cubemap and lod
haalp :(

Compile Log
Spoiler (click to show/hide)** Executing...
** Command: "c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.vmf"

Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/tezuni_poolv2/nature/blenddirtgrass008b_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 (-43.38 -241.01 149.23) 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_07*.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_07*.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) (9674 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 43 texinfos to 18
Reduced 15 texdatas to 10 (482 bytes to 322)
Writing C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2"

Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.bsp
reading c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2"

Valve Software - vrad.exe SSE (Sep 15 2011)

      Valve Radiosity Simulator     
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
130 faces
93339 square feet [13440896.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0008 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                 27/8192          324/98304    ( 0.3%)
brushsides             162/65536        1296/524288   ( 0.2%)
planes                  78/65536        1560/1310720  ( 0.1%)
vertexes               241/65536        2892/786432   ( 0.4%)
nodes                  152/65536        4864/2097152  ( 0.2%)
texinfos                18/12288        1296/884736   ( 0.1%)
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                  130/65536        7280/3670016  ( 0.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               59/65536        3304/3670016  ( 0.1%)
leaves                 154/65536        4928/2097152  ( 0.2%)
leaffaces              170/65536         340/131072   ( 0.3%)
leafbrushes             68/65536         136/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              820/512000       3280/2048000  ( 0.2%)
edges                  476/256000       1904/1024000  ( 0.2%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips             16/32768         160/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           198/65536         396/131072   ( 0.3%)
cubemapsamples           1/1024           16/16384    ( 0.1%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      105336/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]        9324/393216   ( 2.4%)
LDR ambient table      154/65536         616/262144   ( 0.2%)
HDR ambient table      154/65536         616/262144   ( 0.2%)
LDR leaf ambient      1315/65536       36820/1835008  ( 2.0%)
HDR leaf ambient       154/65536        4312/1835008  ( 0.2%)
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]      175454/0        ( 0.0%)
physics               [variable]        9674/4194304  ( 0.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 324
Writing c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.bsp" "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_Poolv2.bsp"

pics:


Alkaline:

--- Quote from: Tezuni on December 07, 2011, 06:16:38 PM ---I look at the water from above it - and i'm looking right through the map.
I go in the inside the water, it looks fine from all angles.

yes i have the cubemap and lod
haalp :(

pics:




--- End quote ---

Paste your compile log in a spoiler.
My best guess is that it could be a leak in your map.

jimonions:
-derp-

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