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Water giving me a nodraw effect?

Posted: Sat Aug 26, 2006 6:34 pm
by Dodgy
Yup, I'm using some water in my map, but the water's surface gives the effect of a nodraw brush in game. No sure how to fix it, I noticed there's a new version of Obsidian out, I'm downloading it now, I'll see if anything changes after the install and re compile. Is this a known issue?

Posted: Sat Aug 26, 2006 6:34 pm
by [JSC][GU]PREDATOR
Add env_cubemap just above the water.

Posted: Sat Aug 26, 2006 6:36 pm
by Dodgy
I've done my cubemaps, but I haven't built them in game yet, should the problem be resolved after I do that?

Posted: Sat Aug 26, 2006 6:38 pm
by [JSC][GU]PREDATOR
It could help yes.

Posted: Sat Aug 26, 2006 6:46 pm
by Tofu
Could likely be caused by a leak too. That's what caused the water in my map to look like nodraw.

Posted: Sat Aug 26, 2006 6:46 pm
by Dodgy
Didn't work.
There are leaks, plenty of them, since the map isnt finished yet. I still have openings and stuff. I've never had a leak cause my water to give me a nodraw effect though. It only seems to happen in Obsidian aswell. Other games I compile water fine.

Posted: Sat Aug 26, 2006 6:48 pm
by [JSC][GU]PREDATOR
I always had problems with the water it use to piss me off.

Posted: Sat Aug 26, 2006 6:55 pm
by Dodgy
I can't seem to manage to find a solution to this, which is a real pain in the ass, what's a sewers area without any damn water?

Posted: Sat Aug 26, 2006 6:59 pm
by [JSC][GU]PREDATOR
Maybe you could make it a prop witch looks like water and make it no collidable :lol:

Posted: Sat Aug 26, 2006 7:08 pm
by tundra_cool
You've got a leak or somethingn stopping VIS from finishing. Post your compile log.

Posted: Sat Aug 26, 2006 8:45 pm
by Dodgy
Hahha the log is pretty riddled with crap since the map is only half finished, even the brush work. But, anyway:



** Executing...
** Command: "c:\program files\steam\steamapps\piranidon@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\obsidian" "C:\Documents and Settings\Alex\My Documents\Alex\Maps\Obsidian\Lost"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\steam\SteamApps\SourceMods\obsidian\materials
Loading C:\Documents and Settings\Alex\My Documents\Alex\Maps\Obsidian\Lost.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_illusionary (-72.00 -1816.00 -120.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2083.6, 0.0, -604.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2083.6, 0.0, -572.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2083.6, 0.0, -512.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2083.6, 0.0, -152.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2595.6, 0.0, -580.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2595.6, 0.0, -608.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2123.4, 0.0, -572.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2599.7, 0.0, -572.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (397142 bytes)
Static prop models/props_c17/pipe_cap005c.mdl outside the map (1003.72, -2591.75, -564.72)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1049 texinfos to 534
Reduced 135 texdatas to 104 (4952 bytes to 3859)
Writing C:\Documents and Settings\Alex\My Documents\Alex\Maps\Obsidian\Lost.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\piranidon@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\obsidian" "C:\Documents and Settings\Alex\My Documents\Alex\Maps\Obsidian\Lost"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\documents and settings\alex\my documents\alex\maps\obsidian\Lost.bsp
reading c:\documents and settings\alex\my documents\alex\maps\obsidian\Lost.prt
LoadPortals: couldn't read c:\documents and settings\alex\my documents\alex\maps\obsidian\Lost.prt


** Executing...
** Command: "c:\program files\steam\steamapps\piranidon@hotmail.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\obsidian" "C:\Documents and Settings\Alex\My Documents\Alex\Maps\Obsidian\Lost"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\documents and settings\alex\my documents\alex\maps\obsidian\Lost.bsp
No vis information, direct lighting only.
4061 faces
107370 square feet [15461307.00 square inches]
9 displacements
2476 square feet [356585.00 square inches]
78 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
Build Patch/Sample Hash Table(s).....Done<0.0116 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 6 (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 49/1024 2352/49152 ( 4.8%)
brushes 984/8192 11808/98304 (12.0%)
brushsides 7882/65536 63056/524288 (12.0%)
planes 5176/65536 103520/1310720 ( 7.9%)
vertexes 8047/65536 96564/786432 (12.3%)
nodes 4166/65536 133312/2097152 ( 6.4%)
texinfos 534/12288 38448/884736 ( 4.3%)
texdata 104/2048 3328/65536 ( 5.1%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 729/0 14580/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 5428/0 5428/0 ( 0.0%)
faces 4061/65536 227416/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2244/65536 125664/3670016 ( 3.4%)
leaves 4216/65536 134912/2097152 ( 6.4%)
leaffaces 4712/65536 9424/131072 ( 7.2%)
leafbrushes 2511/65536 5022/131072 ( 3.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 28039/512000 112156/2048000 ( 5.5%)
edges 16918/256000 67672/1024000 ( 6.6%)
LDR worldlights 78/8192 6864/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 483/32768 4830/327680 ( 1.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7764/65536 15528/131072 (11.8%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1293612/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 63089/393216 (16.0%)
LDR leaf ambient 4216/65536 101184/1572864 ( 6.4%)
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] 1/8176 ( 0.0%)
pakfile [variable] 101208/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 397142/4194304 ( 9.5%)
==== Total Win32 BSP file data space used: 3142137 bytes ====

Total triangle count: 10880
Writing c:\documents and settings\alex\my documents\alex\maps\obsidian\Lost.bsp
33 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Alex\My Documents\Alex\Maps\Obsidian\Lost.bsp" "c:\program files\steam\SteamApps\SourceMods\obsidian\maps\Lost.bsp"

Posted: Sat Aug 26, 2006 8:49 pm
by tundra_cool
**** leaked ****
Entity func_illusionary (-72.00 -1816.00 -120.00) leaked!
Look for a func_illusionary in the void.

Posted: Sat Aug 26, 2006 8:55 pm
by Dodgy
Hmm, how? I don't know how to find specific leaks, only proof leaks entirely at the end.

Aha! I think I may have found the illusionary. Sneaky bastard, I wonder what I was thinking making that brush an illusion. Bah. Yep that was it, problem solved, and damn does it look pretty. :wink:


What's with all of these portal side messages?

Posted: Sun Aug 27, 2006 12:38 am
by Hyperjag3
Dodgy wrote:What's with all of these portal side messages?
They're a side effect of leaks.