Water is invisible ontop

Hi I am trying to make a pool, I use block tool, make area for water, use nodraw, choose water and still don’t see it. When I just in water I do see it, I put water lod control too.?? Any ideas?

ty

Post your compile log.

Leaks cause the water to be displayed wierd, and make sure u compile lighting on normal, pretty sure that when you render it on fast, the water isn’t rendered.

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\de_minti_v00000011333999.vmf”

Valve Software - vbsp.exe (Oct 13 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Randy\Documents\DE_MINTI\de_minti_v00000011333999.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (18)
**** leaked ****
Entity prop_static (1196.00 -2236.00 -220.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1096.6 -762.0 48.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 17424:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1099.6 -771.5 45.9)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 17424:

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 (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_05*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_05*.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) (195283 bytes)
Static prop models/props/cs_militia/mailbox01.mdl outside the map (1196.00, -2236.00, -220.00)
Error! prop_static using model “models/props_c17/furniturechair001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_c17/furniturechair001a.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 863 texinfos to 607
Reduced 69 texdatas to 58 (1894 bytes to 1604)
Writing C:\Users\Randy\Documents\DE_MINTI\de_minti_v00000011333999.bsp
Wrote ZIP buffer, estimated size 179771, actual size 177815
35 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\de_minti_v00000011333999”

Valve Software - vvis.exe (Oct 13 2015)
2 threads
reading c:\users\randy\documents\de_minti\de_minti_v00000011333999.bsp
reading c:\users\randy\documents\de_minti\de_minti_v00000011333999.prt
LoadPortals: couldn’t read c:\users\randy\documents\de_minti\de_minti_v00000011333999.prt

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\de_minti_v00000011333999”

Valve Software - vrad.exe SSE (Oct 13 2015)

Valve Radiosity Simulator
2 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\users\randy\documents\de_minti\de_minti_v00000011333999.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.46 seconds)
5785 faces
3 degenerate faces
459545 square feet [66174600.00 square inches]
6 Displacements
25328 Square Feet [3647328.00 Square Inches]
sun extent from map=0.000000
26 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (21)
Build Patch/Sample Hash Table(s)…Done<0.0044 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (10)
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 (25)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 23/1024 1104/49152 ( 2.2%)
brushes 4156/8192 49872/98304 (50.7%)
brushsides 25940/65536 207520/524288 (39.6%)
planes 3414/65536 68280/1310720 ( 5.2%)
vertexes 9167/65536 110004/786432 (14.0%)
nodes 4321/65536 138272/2097152 ( 6.6%)
texinfos 607/12288 43704/884736 ( 4.9%)
texdata 58/2048 1856/65536 ( 2.8%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 61240/0 61240/0 ( 0.0%)
faces 5785/65536 323960/3670016 ( 8.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2287/65536 128072/3670016 ( 3.5%)
leaves 4345/65536 139040/2097152 ( 6.6%)
leaffaces 6664/65536 13328/131072 (10.2%)
leafbrushes 2827/65536 5654/131072 ( 4.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 37289/512000 149156/2048000 ( 7.3%)
edges 19815/256000 79260/1024000 ( 7.7%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 569/32768 5690/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8610/65536 17220/131072 (13.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1216180/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 21565/393216 ( 5.5%)
LDR ambient table 4345/65536 17380/262144 ( 6.6%)
HDR ambient table 4345/65536 17380/262144 ( 6.6%)
LDR leaf ambient 14250/65536 399000/1835008 (21.7%)
HDR leaf ambient 4345/65536 121660/1835008 ( 6.6%)
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] 1/3318 ( 0.0%)
pakfile [variable] 177815/0 ( 0.0%)
physics [variable] 195283/4194304 ( 4.7%)
physics terrain [variable] 502/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 16542
Writing c:\users\randy\documents\de_minti\de_minti_v00000011333999.bsp
59 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Randy\Documents\DE_MINTI\de_minti_v00000011333999.bsp” “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\de_minti_v00000011333999.bsp”

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” +map “de_minti_v00000011333999” -steam

https://elvisinnewyork.com/sdk/de_minti_v00000011333999.vmf

thank you

my windows don’t shatter either ;(

You have a leak:

https://developer.valvesoftware.com/wiki/Leak

That’s probably what’s causing most of your problems.

Yeah, whenever you have a weird problem like that, if you have a leak, that’s probably the cause. Just build your geometry properly so you don’t have leaks, fix them if you end up with any.

I haven’t compiled on fast in years, but I’m 99% sure that this isn’t correct.

You are correct that it isn’t correct. Water rendering has nothing to do with RAD.

Guess my memory was wrong :smiley:

Anyhow, copy paste your compile log here when you get problems:
https://www.interlopers.net/errors/

It’ll be placed in the same folder as the vmf after compilation, but Hammer will automatically detect it. If the open file dialogue box comes up you either don’t have a leak or VBSP failed.

And take extra care when creating world geometry and creating brush ents. Leaks are super easy to avoid.

thanks I am using snap to grid a lot better then last map, thanks

if I want to make a 3d skybox, how to I highlight my whole map and drag it over off to sde?

Copy paste your compile log here.

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\newminti.vmf”

Valve Software - vbsp.exe (Oct 13 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Randy\Documents\DE_MINTI\newminti.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/newminti/nature/blendprodasphaltgrass_wvt_patch
Patching WVT material: maps/newminti/nature/rocks_red_grass_wvt_patch
fixing up env_cubemap materials on brush sides…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
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 (1)
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)
writing C:\Users\Randy\Documents\DE_MINTI\newminti.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) (281369 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1172 texinfos to 736
Reduced 70 texdatas to 57 (2219 bytes to 1753)
Writing C:\Users\Randy\Documents\DE_MINTI\newminti.bsp
Wrote ZIP buffer, estimated size 1390937, actual size 1383487
5 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\newminti”

Valve Software - vvis.exe (Oct 13 2015)
2 threads
reading c:\users\randy\documents\de_minti\newminti.bsp
reading c:\users\randy\documents\de_minti\newminti.prt
1894 portalclusters
6464 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (4)
PortalFlow: 0…1…2…3…
** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\newminti”

Valve Software - vrad.exe SSE (Oct 13 2015)

Valve Radiosity Simulator
2 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\users\randy\documents\de_minti\newminti.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.77 seconds)
5994 faces
2 degenerate faces
750757 square feet [108109128.00 square inches]
15 Displacements
11365 Square Feet [1636582.75 Square Inches]
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
Build Patch/Sample Hash Table(s)…Done<0.0205 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (5)
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 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 37/1024 1776/49152 ( 3.6%)
brushes 772/8192 9264/98304 ( 9.4%)
brushsides 5825/65536 46600/524288 ( 8.9%)
planes 4394/65536 87880/1310720 ( 6.7%)
vertexes 9963/65536 119556/786432 (15.2%)
nodes 4037/65536 129184/2097152 ( 6.2%)
texinfos 736/12288 52992/884736 ( 6.0%)
texdata 57/2048 1824/65536 ( 2.8%)
dispinfos 15/0 2640/0 ( 0.0%)
disp_verts 1215/0 24300/0 ( 0.0%)
disp_tris 1920/0 3840/0 ( 0.0%)
disp_lmsamples 30016/0 30016/0 ( 0.0%)
faces 5994/65536 335664/3670016 ( 9.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2511/65536 140616/3670016 ( 3.8%)
leaves 4075/65536 130400/2097152 ( 6.2%)
leaffaces 6898/65536 13796/131072 (10.5%)
leafbrushes 3310/65536 6620/131072 ( 5.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39459/512000 157836/2048000 ( 7.7%)
edges 21370/256000 85480/1024000 ( 8.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 579/32768 5790/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8796/65536 17592/131072 (13.4%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2265996/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 20876/393216 ( 5.3%)
LDR ambient table 4075/65536 16300/262144 ( 6.2%)
HDR ambient table 4075/65536 16300/262144 ( 6.2%)
LDR leaf ambient 2153/65536 60284/1835008 ( 3.3%)
HDR leaf ambient 4075/65536 114100/1835008 ( 6.2%)
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] 1/628 ( 0.2%)
pakfile [variable] 1383487/0 ( 0.0%)
physics [variable] 281369/4194304 ( 6.7%)
physics terrain [variable] 1245/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 17137
Writing c:\users\randy\documents\de_minti\newminti.bsp
14 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Randy\Documents\DE_MINTI\newminti.bsp” “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\newminti.bsp”

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” +map “newminti” -steam

it is taking for ever to compile now on my new map

Alright, post the .vmf

Source does generate invisible rectangular boxes of your map, these are called ‘areaportals’. To make it easier for source to generate these boxes, we can func_detail complex geometry (round stuff, roofs, windows, anything small).
However, leave floors, walls and ceilings as regular brushes, these work as your “walls” for the boxes, without them your level is going to start to lag.

To make func_details is easy, just select one or more brushes and press CTRL + T.

For more help, check this out:
https://www.optimization.interlopers.net/index.php?chapter=func_detail

the vvis locks up I have to get task manager to shut it down then map loads

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\newminti.vmf”

Valve Software - vbsp.exe (Oct 13 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Randy\Documents\DE_MINTI\newminti.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/newminti/nature/blendprodasphaltgrass_wvt_patch
Patching WVT material: maps/newminti/nature/rocks_red_grass_wvt_patch
fixing up env_cubemap materials on brush sides…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
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…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Randy\Documents\DE_MINTI\newminti.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 (1) (283127 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1176 texinfos to 743
Reduced 68 texdatas to 56 (2105 bytes to 1688)
Writing C:\Users\Randy\Documents\DE_MINTI\newminti.bsp
Wrote ZIP buffer, estimated size 1496236, actual size 1488652
6 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\newminti”

Valve Software - vvis.exe (Oct 13 2015)
2 threads
reading c:\users\randy\documents\de_minti\newminti.bsp
reading c:\users\randy\documents\de_minti\newminti.prt
1917 portalclusters
6549 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (4)
PortalFlow: 0…1…2…3…
** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” “C:\Users\Randy\Documents\DE_MINTI\newminti”

Valve Software - vrad.exe SSE (Oct 13 2015)

Valve Radiosity Simulator
2 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\users\randy\documents\de_minti\newminti.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.74 seconds)
6070 faces
2 degenerate faces
784080 square feet [112907648.00 square inches]
15 Displacements
11365 Square Feet [1636582.75 Square Inches]
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
Build Patch/Sample Hash Table(s)…Done<0.0202 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (5)
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 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 38/1024 1824/49152 ( 3.7%)
brushes 773/8192 9276/98304 ( 9.4%)
brushsides 5831/65536 46648/524288 ( 8.9%)
planes 4412/65536 88240/1310720 ( 6.7%)
vertexes 10050/65536 120600/786432 (15.3%)
nodes 4093/65536 130976/2097152 ( 6.2%)
texinfos 743/12288 53496/884736 ( 6.0%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 15/0 2640/0 ( 0.0%)
disp_verts 1215/0 24300/0 ( 0.0%)
disp_tris 1920/0 3840/0 ( 0.0%)
disp_lmsamples 30016/0 30016/0 ( 0.0%)
faces 6070/65536 339920/3670016 ( 9.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2532/65536 141792/3670016 ( 3.9%)
leaves 4132/65536 132224/2097152 ( 6.3%)
leaffaces 6978/65536 13956/131072 (10.6%)
leafbrushes 3342/65536 6684/131072 ( 5.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39884/512000 159536/2048000 ( 7.8%)
edges 21601/256000 86404/1024000 ( 8.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 582/32768 5820/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8901/65536 17802/131072 (13.6%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2361364/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 20928/393216 ( 5.3%)
LDR ambient table 4132/65536 16528/262144 ( 6.3%)
HDR ambient table 4132/65536 16528/262144 ( 6.3%)
LDR leaf ambient 2183/65536 61124/1835008 ( 3.3%)
HDR leaf ambient 4132/65536 115696/1835008 ( 6.3%)
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] 1/628 ( 0.2%)
pakfile [variable] 1488652/0 ( 0.0%)
physics [variable] 283127/4194304 ( 6.8%)
physics terrain [variable] 1245/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 17324
Writing c:\users\randy\documents\de_minti\newminti.bsp
14 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Randy\Documents\DE_MINTI\newminti.bsp” “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\newminti.bsp”

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” +map “newminti” -steam

I zip up vmf now brb
newminti.zip (991 KB)

Read the post above yours, you need to optimise your map. A good general rule is to func_detail while making the geometry, or it’s going to be a pain once the map starts getting larger.
So all of those small green rocks you’ve made, func_detail them, the stairs, func_detail, the ceiling, etc. Ah you get the idea.

  • Map on a grid of size 16 and set it to lower when you need to do detailed work, then set it back again. Your map is on a grid of 1. BAD!

I see why your water isn’t working now, you’ve made it into a func_water_analog. Don’t.
Instead, make a brush with the NODRAW texture, then select a water texture (not the moving ones, they look shite!), select the texture tool and right click on top of the water.
Interlopers water tutorial

Your map is good looking for a wip, but you need to get the optimization going or you’re going to have a hell working with it.
I recommend ya look at how valve made their maps, go to visgroups and hide func_detail, you’ll see how much of the map that disappears.

Just drag a huge selection box over everything that you care about, in a 2D view, and hit enter. It’s the same as selecting anything else.

ok guys thank you for your help cs_minti.rd is complete check it out, hard map

https://randymancini.com/minti.zip

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