Small sdk water problem could use help:)

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newguy99
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Small sdk water problem could use help:)

Post by newguy99 »

So I have portal and was making a map and went to the wiki developer site to look for a tut,
I found one, but once I tested my map the water was gone and there were no leaks.
here's the compile log:
Hidden/Spoiler:
materialPath: c:\steam\steamapps\portal\portal\materials
Loading C:\Steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.vmf
Patching WVT material: maps/possible_house_option2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 32 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.prt...Building visibility clusters...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (153898 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 910 texinfos to 538
Reduced 21 texdatas to 17 (703 bytes to 599)
Writing C:\Steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.bsp
2 seconds elapsed



2 threads
reading c:\steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.bsp
reading c:\steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.prt
94 portalclusters
236 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 5934
Average clusters visible: 63
Building PAS...
Average clusters audible: 94
visdatasize:3012 compressed from 3008
writing c:\steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.bsp
1891 faces
299995 square feet [43199292.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1891 patches before subdivision
16717 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 795637, max 735
transfer lists: 6.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0148 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 410/8192 4920/98304 ( 5.0%)
brushsides 2660/65536 21280/524288 ( 4.1%)
planes 1476/65536 29520/1310720 ( 2.3%)
vertexes 2860/65536 34320/786432 ( 4.4%)
nodes 383/65536 12256/2097152 ( 0.6%)
texinfos 538/12288 38736/884736 ( 4.4%)
texdata 17/2048 544/65536 ( 0.8%)
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 1891/65536 105896/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1588/65536 88928/3670016 ( 2.4%)
leaves 396/65536 12672/2097152 ( 0.6%)
leaffaces 2202/65536 4404/131072 ( 3.4%)
leafbrushes 566/65536 1132/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15124/512000 60496/2048000 ( 3.0%)
edges 9621/256000 38484/1024000 ( 3.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 142/32768 1420/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2457/65536 4914/131072 ( 3.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1166664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3012/16777216 ( 0.0%)
entdata [variable] 5458/393216 ( 1.4%)
LDR ambient table 396/65536 1584/262144 ( 0.6%)
HDR ambient table 396/65536 1584/262144 ( 0.6%)
LDR leaf ambient 242/65536 6776/1835008 ( 0.4%)
HDR leaf ambient 396/65536 11088/1835008 ( 0.6%)
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] 213426/0 ( 0.0%)
physics [variable] 153898/4194304 ( 3.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5005
Writing c:\steam\steamapps\sourcesdk_content\portal\mapsrc\Possible_House_option2.bsp
24 seconds elapsed
I placed the water in a sealed tub made of func_detail brushes, and later tried world brushes, but neither worked,
Also Yes, I do have a water_lod_control with 1000 to 1500 settings and a cube map pointed at the water surface also the water has nodraw sides and bottom with water texture on surface?

Well that's my info if anyone could help it would be greatly appreciated!
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