Не отображается поверхность воды...

Помогаем новичкам в создании своего мира
Ответить
Сообщение
Автор
Antrix
Нович0к
Нович0к
Сообщения: 10
Зарегистрирован: 04.11.2008

#1 Сообщение 07.02.2009, 20:46

Здравствуйте мапперы! :) Недавно начал заниматься картостроением (точнее пытаюсь), и наткнулся на траблу:
Вобщем, рисую карту, добавляю воду, компилирую карту... а в игре не отображается поверхность воды :( Тоесть, её как бы и нет, хотя брызги идут при стрельбе... а вот под водой все нормально. Не подскажите, в чем проблема?

Вот скрины:
Изображение
Изображение

Аватара пользователя
Saidteshnologi
Маппер
Маппер
Сообщения: 769
Зарегистрирован: 16.06.2006
Откуда: Minsk, Belarus
Благодарил (а): 8 раз
Поблагодарили: 28 раз
Контактная информация:

#2 Сообщение 07.02.2009, 21:38

Лог компиляции выложи посмотрим что ты там намаппилл...

Antrix
Нович0к
Нович0к
Сообщения: 10
Зарегистрирован: 04.11.2008

#3 Сообщение 07.02.2009, 21:48

Пару минут... поставил компилироватся.

Готово! Посмотри пожалуйста. Может я где-то что-то пропустил или не так сделал... сильно не пинайте, если там ошибок будет много... ведь я только учусь :)
** Executing...
** Command: "D:GamesSourceSDKinvbsp.exe"
** Parameters: -game "D:No-SteamBase Source Engine 2hl2mp" "D:No-Steamdm_beta"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: D:No-SteamBase Source Engine 2hl2mpmaterials
Loading D:No-Steamdm_beta.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_deathmatch (-274.00 -1481.00 -1658.04) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 8704.0, -837.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (4608.0, 9216.0, -837.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (3584.0, 9216.0, -837.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (5120.0, 7680.0, -837.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (4608.0, 6144.0, -837.3)
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 (5120.0, 6656.0, -837.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (3584.0, 6144.0, -837.3)
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 (2560.0, 9216.0, -837.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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) (8997 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 60 texinfos to 21
Reduced 12 texdatas to 9 (358 bytes to 246)
Writing D:No-Steamdm_beta.bsp
1 second elapsed

** Executing...
** Command: "D:GamesSourceSDKinvvis.exe"
** Parameters: -game "D:No-SteamBase Source Engine 2hl2mp" "D:No-Steamdm_beta"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading d:
o-steamdm_beta.bsp
reading d:
o-steamdm_beta.prt
LoadPortals: couldn't read d:
o-steamdm_beta.prt


** Executing...
** Command: "D:GamesSourceSDKinvrad.exe"
** Parameters: -game "D:No-SteamBase Source Engine 2hl2mp" "D:No-Steamdm_beta"

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

Loading d:
o-steamdm_beta.bsp
No vis information, direct lighting only.
728 faces
2826749 square feet [407051968.00 square inches]
5 displacements
593700 square feet [85492912.00 square inches]
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33)
Build Patch/Sample Hash Table(s).....Done<0.0229 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (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 2/1024 96/49152 ( 0.2%)
brushes 21/8192 252/98304 ( 0.3%)
brushsides 126/65536 1008/524288 ( 0.2%)
planes 264/65536 5280/1310720 ( 0.4%)
vertexes 1194/65536 14328/786432 ( 1.8%)
nodes 1107/65536 35424/2097152 ( 1.7%)
texinfos 21/12288 1512/884736 ( 0.2%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 1029/0 20580/0 ( 0.0%)
disp_tris 1792/0 3584/0 ( 0.0%)
disp_lmsamples 165456/0 165456/0 ( 0.0%)
faces 728/65536 40768/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 70/65536 3920/3670016 ( 0.1%)
leaves 1110/65536 35520/2097152 ( 1.7%)
leaffaces 736/65536 1472/131072 ( 1.1%)
leafbrushes 463/65536 926/131072 ( 0.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 3247/512000 12988/2048000 ( 0.6%)
edges 1830/256000 7320/1024000 ( 0.7%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 6/32768 60/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 93/65536 186/131072 ( 0.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 306632/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 26307/393216 ( 6.7%)
LDR leaf ambient 1110/65536 26640/1572864 ( 1.7%)
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] 1/1901928 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 20725/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 8997/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 742249 bytes ====

Total triangle count: 1511
Writing d:
o-steamdm_beta.bsp
1 minute, 18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:No-Steamdm_beta.bsp" "D:No-SteamBase Source Engine 2hl2mpmapsdm_beta.bsp"

Аватара пользователя
WhyNot
Майор
Майор
Сообщения: 960
Зарегистрирован: 21.02.2008

#4 Сообщение 08.02.2009, 09:22

Antrix

Ты как компилишь? Вода должна появляться вроде-как только на HDR-компиле :crazy:
I rule, therefore i am.®
ಥ_ಥ кое-кто class update!
D-cat писал(а):Киньте линк на качественную фотку щачла!11
Nick258 писал(а):...Без ТФ'а будет worse...
DzirrtCTBP писал(а):как говорит арктик ревенджер.. ffffffffffffffUUUUUUUUUUUUU
lizikas писал(а):ну пожалусто нормально обесните :dash:
кое-кто писал(а):кое-кто: Я ПРИДУМАЛ О*УЕТЬ
все тот-же кое-кто писал(а): кое-кто: я тебя ужалю щас
JACKSON писал(а):Машинишима зачётная :Bravo: !!! Жду второй части.
Fully resurrected now!
Happy legacy Garry's Mod, Team Fortress 2 and Left 4 Dead user!

Antrix
Нович0к
Нович0к
Сообщения: 10
Зарегистрирован: 04.11.2008

#5 Сообщение 08.02.2009, 12:40

Такс... вроде как разобрался :) Вода отображается и без ХДР компиляции... просто в карте лики были (одна маленькая дырочка :D). Теперь опять возник вопрос:
Почему с ХДР компилом в игре все так засвечено (модели аж белые)?

Аватара пользователя
WhyNot
Майор
Майор
Сообщения: 960
Зарегистрирован: 21.02.2008

#6 Сообщение 08.02.2009, 13:55

в консоли введи buildcubemaps

>.<

Сто раз говорили :dash:
I rule, therefore i am.®
ಥ_ಥ кое-кто class update!
D-cat писал(а):Киньте линк на качественную фотку щачла!11
Nick258 писал(а):...Без ТФ'а будет worse...
DzirrtCTBP писал(а):как говорит арктик ревенджер.. ffffffffffffffUUUUUUUUUUUUU
lizikas писал(а):ну пожалусто нормально обесните :dash:
кое-кто писал(а):кое-кто: Я ПРИДУМАЛ О*УЕТЬ
все тот-же кое-кто писал(а): кое-кто: я тебя ужалю щас
JACKSON писал(а):Машинишима зачётная :Bravo: !!! Жду второй части.
Fully resurrected now!
Happy legacy Garry's Mod, Team Fortress 2 and Left 4 Dead user!

Ответить