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Why is there a leak?[solved]

Discussion in Mapping Discussion started by Detonator, May 29, 2011

  1. Sep 25, 2010
    Posts
    In-game I can see a crack in the floor even though its just a whole brush :S

    [IMG]
  2. Apr 13, 2011
    Posts
    perhaps you can upload a screen of the hammer editor for that section? I think that might be helpful in solving your problem
  3. Mar 25, 2011
    Posts
    That is weird... have you tried replacing it? If that doesn't work try different textures.And post one of the grid views at least (preferably top view).
  4. Oct 10, 2010
    Posts
    some reflectivity textures dont seal ...
    try another texture (concrete or something) to test it

    also load the pointfile, and show it here

    "Map/Load Pointfile"

    it draws a red line trough the leak
  5. Apr 14, 2011
    Posts
    its a gfx bug what hammers at random in hammer i have had it once. replace the whole brush and try or place some kind of brush on top of it if it happens again.

    does it happen every complie ?
    does it say its a leak ?
    have you loaded pointfile to test ?


    test for differnt textures as said above.
  6. Sep 25, 2010
    Posts
    I have tested different textures, it happens at every compile, whenever i press load point file I get this:
    http://imageshack.us/photo/my-images/813/pointfile.png/
    Dunno if relevant, but I only have that texture on one face, the rest is no-drawed

    EDIT:> I tried putting a brush on top of it and it still does the same thing again.
  7. Oct 10, 2010
    Posts
    if there is no pointfile, then there is no leak ...
    it is something else
  8. Sep 25, 2010
    Posts
    So I can't do anything?
  9. Apr 13, 2011
    Posts
    You could sweep it under the rug :smile:
    Put something on top of it, nobody will ever know
  10. Oct 10, 2010
    Posts
    make a ingame screenshot,
    cause i dont get what the problem is o.O

    (topic says leak, but its no leak at all)
  11. Sep 25, 2010
    Posts
    I posted screenie above :shock:, see teh crack ingame and the brush in hammer? If the screenie is not clear I can get another one.
  12. Oct 10, 2010
    Posts

    all i see is this Hammer screen, it shows me nothing

    (you probably post the compile.log also)
  13. Sep 25, 2010
    Posts
    Here is how it looks in game :

    [IMG]

    Here is how it looks hammer:

    [IMG]

    compile log :
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\bynet11\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\bynet11\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    8 threads
    materialPath: c:\program files (x86)\steam\steamapps\bynet11\counter-strike source\cstrike\materials
    Loading C:\Program Files (x86)\Steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\bynet11\counter-strike source\cstrike\gameinfo.txt
    Patching WVT material: maps/smeetowerpfv1_merged/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 70 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_06*.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_06*.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) (165221 bytes)
    Error! prop_static using model "models/props_c17/furnituretable001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furnituretable001a.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 751 texinfos to 303
    Reduced 57 texdatas to 45 (2091 bytes to 1744)
    Writing C:\Program Files (x86)\Steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\bynet11\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\bynet11\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged"
    
    Valve Software - vvis.exe (Jul  7 2010)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.bsp
    reading c:\program files (x86)\steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.prt
    276 portalclusters
    750 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 2702 visible clusters (0.00%)
    Total clusters visible: 38490
    Average clusters visible: 139
    Building PAS...
    Average clusters audible: 249
    visdatasize:21309  compressed from 22080
    writing c:\program files (x86)\steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\bynet11\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\bynet11\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
    Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.bsp
    Setting up ray-trace acceleration structure... Done (0.24 seconds)
    1394 faces
    376900 square feet [54273712.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1394 patches before subdivision
    14012 patches after subdivision
    15 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 761568, max 247
    transfer lists:   5.8 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(36304, 30631, 18261)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(8158, 6023, 2738)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(2123, 1397, 502)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(587, 350, 100)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(173, 96, 22)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(54, 28, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(18, 9, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(6, 3, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
    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                 149/1024         7152/49152    (14.6%) 
    brushes                437/8192         5244/98304    ( 5.3%) 
    brushsides            2963/65536       23704/524288   ( 4.5%) 
    planes                1008/65536       20160/1310720  ( 1.5%) 
    vertexes              2771/65536       33252/786432   ( 4.2%) 
    nodes                 1365/65536       43680/2097152  ( 2.1%) 
    texinfos               303/12288       21816/884736   ( 2.5%) 
    texdata                 45/2048         1440/65536    ( 2.2%) 
    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                 1394/65536       78064/3670016  ( 2.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1018/65536       57008/3670016  ( 1.6%) 
    leaves                1515/65536       48480/2097152  ( 2.3%) 
    leaffaces             1645/65536        3290/131072   ( 2.5%) 
    leafbrushes            732/65536        1464/131072   ( 1.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             9957/512000      39828/2048000  ( 1.9%) 
    edges                 6823/256000      27292/1024000  ( 2.7%) 
    LDR worldlights         15/8192         1320/720896   ( 0.2%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            109/32768        1090/327680   ( 0.3%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2094/65536        4188/131072   ( 3.2%) 
    cubemapsamples           4/1024           64/16384    ( 0.4%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]      819328/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       21309/16777216 ( 0.1%) 
    entdata               [variable]      101095/393216   (25.7%) 
    LDR ambient table     1515/65536        6060/262144   ( 2.3%) 
    HDR ambient table     1515/65536        6060/262144   ( 2.3%) 
    LDR leaf ambient      4690/65536      131320/1835008  ( 7.2%) 
    HDR leaf ambient      1515/65536       42420/1835008  ( 2.3%) 
    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]           1/6342     ( 0.0%) 
    pakfile               [variable]      536045/0        ( 0.0%) 
    physics               [variable]      165221/4194304  ( 3.9%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3418
    Writing c:\program files (x86)\steam\steamapps\bynet11\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.bsp
    15 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\******\sourcesdk_content\cstrike\mapsrc\smeetowerpfv1_merged.bsp" "c:\program files (x86)\steam\steamapps\******\counter-strike source\cstrike\maps\smeetowerpfv1_merged.bsp"
    
  14. Oct 10, 2010
    Posts
    at first do a fully compile (you did fast vis).
    and second, check if this brush is on one of the red lines on the grid,
    in 2d top view. (probably this crack is the red line, just an idea)

    anyway, this is just a stanges thingy, i never saw before.

    is this map original or a decompiled?
  15. Sep 25, 2010
    Posts
    Original, I'll try your suggestions when I get the chance.
    EDIT :> Problem solved, the thing was that the desk was not snapped to gird, thanks for your help moonlight :smile:
  16. Oct 10, 2010
    Posts
    ok, np

    oh and for this fast vis thingy xD
    there is only one reason people use it,
    cause PortalFlow eats a damn lot of time..

    i am right?

    use more func_detail

    PortalFlow should be not take longer than 1 to 30 seconds.

    my actual map i work on:

    787 portalclusters
    2096 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
    Optimized: 577 visible clusters (0.00%)
    Total clusters visible: 70933
    Average clusters visible: 90
    Building PAS...
    Average clusters audible: 245
    visdatasize:81531 compressed from 163696
    writing c:\steam\steamapps\name\sourcesdk_content\cstrike\temple\zm_moon_templeofdoom_008.bsp
    8 seconds elapsed
  17. Sep 25, 2010
    Posts
    Oh, I just used fast because I learned from youtube to use it until I'm compiling my final version of the map and that is when I use normal.
  18. Oct 10, 2010
    Posts
    no no noooo

    dont even learn from nooobs

    just use full vis allways!!
    if you are final, you prpbably will be surprised when PortalFlow start to eat 15 + HOURS!

    i give you an nice example: zm_citylife
    compiletime for Firewavezz 15 hours (yes i have him in steam, he told me this)

    my version: tokes me 10 seconds xD .. ok, i really know what is to do,
    but when you always use full compile, and it takes too long, you see there is something wrong

    reduce compile time (special PortalFlow) means also give a lot ingame fps boost.


    so, dont listen what noobs say
  19. Sep 25, 2010
    Posts
    So if I always compile using normal it will be faster in the end when I'm done ?
  20. Oct 10, 2010
    Posts
    yes, and make it from the beginning fps/compile optimized.
    i will show you an example for using func_detail

    this is the map like it is, with func_detail on:

    [IMG]


    and so it looks like when i turn them off:

    [IMG]


    you see, only outside walls are solid/worldbrushes,
    except this boxes i forgot to tie to func_det