Господа мапперы, поднимаем вопрос о воде...
Как выглядит она ясно из скрина. В толще самой воды, нет характерной дымки, прозрачна на всем протяжении. Имеет лод_контрол и енв_кубемап (построенный). В ней можно плавать и утонуть, но! после утопления труп не всплывает, а камнем падает на дно. Карта компилена в фаст режиме с ХДРом. Лог прилагается:
** Executing...
** Command: "d:\steam\steamapps\ххххххх\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\ххххххх\half-life 2 deathmatch\hl2mp" "D:\Steam\SteamApps\ххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: d:\steam\steamapps\ххххххх\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\ххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\хххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt"
Can't load skybox file skybox/sky_day01_06 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) (19382 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 174 texinfos to 96
Reduced 24 texdatas to 19 (731 bytes to 562)
Writing D:\Steam\SteamApps\хххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp
3 seconds elapsed
** Executing...
** Command: "d:\steam\steamapps\ххххххххх\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\хххххххх\half-life 2 deathmatch\hl2mp" -fast "D:\Steam\SteamApps\ххххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
1 threads
reading d:\steam\steamapps\хххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp
reading d:\steam\steamapps\ххххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.prt
200 portalclusters
600 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 736 visible clusters (0.00

Total clusters visible: 34826
Average clusters visible: 174
Building PAS...
Average clusters audible: 200
visdatasize:11589 compressed from 12800
writing d:\steam\steamapps\хххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp
0 seconds elapsed
** Executing...
** Command: "d:\steam\steamapps\хххххххх\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -both -game "d:\steam\steamapps\ххххххххх\half-life 2 deathmatch\hl2mp" -noextra "D:\Steam\SteamApps\хххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\ххххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp
590 faces
781036 square feet [112469184.00 square inches]
0 displacements
0 square feet [0.00 square inches]
590 patches before subdivision
16266 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 425463, max 273
transfer lists: 3.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(46899, 30306, 13395)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4113, 2392, 867)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(533, 285, 87)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(71, 35, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(13, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0244 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 53/8192 636/98304 ( 0.6
brushsides 320/65536 2560/524288 ( 0.5
planes 226/65536 4520/1310720 ( 0.3
vertexes 1017/65536 12204/786432 ( 1.6
nodes 412/65536 13184/2097152 ( 0.6
texinfos 96/12288 6912/884736 ( 0.8
texdata 19/2048 608/65536 ( 0.9
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 590/65536 33040/3670016 ( 0.9
hdr faces 0/65536 0/3670016 ( 0.0
origfaces 173/65536 9688/3670016 ( 0.3
leaves 415/65536 13280/2097152 ( 0.6
leaffaces 692/65536 1384/131072 ( 1.1
leafbrushes 203/65536 406/131072 ( 0.3
areas 2/256 16/2048 ( 0.8
surfedges 3359/512000 13436/2048000 ( 0.7
edges 1828/256000 7312/1024000 ( 0.7
LDR worldlights 3/8192 264/720896 ( 0.0
HDR worldlights 0/8192 0/720896 ( 0.0
waterstrips 42/32768 420/327680 ( 0.1
waterverts 0/65536 0/786432 ( 0.0
waterindices 591/65536 1182/131072 ( 0.9
cubemapsamples 4/1024 64/16384 ( 0.4
overlays 0/512 0/180224 ( 0.0
LDR lightdata [variable] 382116/0 ( 0.0
HDR lightdata [variable] 0/0 ( 0.0
visdata [variable] 11589/16777216 ( 0.1
entdata [variable] 2800/393216 ( 0.7
LDR leaf ambient 415/65536 9960/1572864 ( 0.6
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] 1/132304 ( 0.0
dtl prp lght [variable] 1/4 (25.0
HDR dtl prp lght [variable] 1/4 (25.0
static props [variable] 1/4780 ( 0.0
pakfile [variable] 51984/0 ( 0.0
Level flags = 0
Win32 Specific Data:
physics [variable] 19382/4194304 ( 0.5
==== Total Win32 BSP file data space used: 599047 bytes ====
Total triangle count: 1487
Writing d:\steam\steamapps\хххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp
1 minute, 42 seconds elapsed
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\ххххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp
590 faces
781036 square feet [112469184.00 square inches]
0 displacements
0 square feet [0.00 square inches]
590 patches before subdivision
16266 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (77)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 425463, max 273
transfer lists: 3.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(46899, 30306, 13395)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(4113, 2392, 867)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(533, 285, 87)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(71, 35, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(13, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0222 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 53/8192 636/98304 ( 0.6
brushsides 320/65536 2560/524288 ( 0.5
planes 226/65536 4520/1310720 ( 0.3
vertexes 1017/65536 12204/786432 ( 1.6
nodes 412/65536 13184/2097152 ( 0.6
texinfos 96/12288 6912/884736 ( 0.8
texdata 19/2048 608/65536 ( 0.9
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 590/65536 33040/3670016 ( 0.9
hdr faces 590/65536 33040/3670016 ( 0.9
origfaces 173/65536 9688/3670016 ( 0.3
leaves 415/65536 13280/2097152 ( 0.6
leaffaces 692/65536 1384/131072 ( 1.1
leafbrushes 203/65536 406/131072 ( 0.3
areas 2/256 16/2048 ( 0.8
surfedges 3359/512000 13436/2048000 ( 0.7
edges 1828/256000 7312/1024000 ( 0.7
LDR worldlights 3/8192 264/720896 ( 0.0
HDR worldlights 3/8192 264/720896 ( 0.0
waterstrips 42/32768 420/327680 ( 0.1
waterverts 0/65536 0/786432 ( 0.0
waterindices 591/65536 1182/131072 ( 0.9
cubemapsamples 4/1024 64/16384 ( 0.4
overlays 0/512 0/180224 ( 0.0
LDR lightdata [variable] 382116/0 ( 0.0
HDR lightdata [variable] 382116/0 ( 0.0
visdata [variable] 11589/16777216 ( 0.1
entdata [variable] 2800/393216 ( 0.7
LDR leaf ambient 415/65536 9960/1572864 ( 0.6
HDR leaf ambient 415/65536 9960/1572864 ( 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] 1/132304 ( 0.0
dtl prp lght [variable] 1/4 (25.0
HDR dtl prp lght [variable] 1/4 (25.0
static props [variable] 1/4780 ( 0.0
pakfile [variable] 51984/0 ( 0.0
Level flags = 0
Win32 Specific Data:
physics [variable] 19382/4194304 ( 0.5
==== Total Win32 BSP file data space used: 1024427 bytes ====
Total triangle count: 1487
Writing d:\steam\steamapps\хххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp
1 minute, 30 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\ххххххххх\sourcesdk_content\hl2mp\mapsrc\dm_train_v1.bsp" "d:\steam\steamapps\хххххххх\half-life 2 deathmatch\hl2mp\maps\dm_train_v1.bsp"