Help please.

Hi, I’m making a Garry’s Mod Map with water for my first time but the Water is invisible, here is a picture:

I made a Nodraw box and made only the top part Water texture and I have but Env_Cubemaps in.
Please help me.

You have a leak in hammer go map>load point file and follow the red line to where the hole is and patch it. Displacements, water, entities and props don’t stop the leak.

What file do I select when I click Load Pointfile?

Edit:
Nvm, trying to fix with your way atm.

The one that is your map name, i think it should be yourmapname.lin

Where will the Red line be once I’ve loaded Pointfile?

Do you have an info_player_start?

Yeah, 8.

Pretty much the red line will start at one of the entities, then will go to a black part of the map. You need to make a skybox bordering the brushes.

Post up your compile log too.

I have a gaint Skybox that is around EVERYTHING so there can not be a Leak…

[editline]07:21PM[/editline]

My Compile log:
** Executing…
** Command: “c:\program files (x86)\steam\steamapps\diddydodo\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\diddydodo\half-life 2\hl2” “C:\Users\Luke\Desktop\Gm_WaterIsland”

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\diddydodo\half-life 2\hl2\materials
Loading C:\Users\Luke\Desktop\Gm_WaterIsland.vmf
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 (1)
Processing areas…done (0)
Building Faces…done (1)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Luke\Desktop\Gm_WaterIsland.prt…done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable “$hdrbasetexture” for material “skybox/sky_day01_01rt”
Can’t load skybox file skybox/sky_day01_01 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) (4924 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 26 texinfos to 10
Reduced 12 texdatas to 9 (367 bytes to 234)
Writing C:\Users\Luke\Desktop\Gm_WaterIsland.bsp
2 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Luke\Desktop\Gm_WaterIsland.bsp” “c:\program files (x86)\steam\steamapps\diddydodo\half-life 2\hl2\maps\Gm_WaterIsland.bsp”

Is the water set up properly- Yellow nodraw box with the water texture on top?

Yep.

You have to compile with everything on normal.

Okay. I’ll try.

[editline]07:44PM[/editline]

… Now I can’t even compile, when it’s half way through it just starts Not Responding…

Not Responding doesn’t automatically means it crashed. Give it a bit.

When it’s Unresponsive I leave it and wait for ages but nothing happens, it just crashes.

2 thing. Maybe you changed the water brush to func_detail or some other thing(leave the brush as it is), or just try another water texture for example water_silo01 or something that. That’s good for sure for me. Oh yeah and the water brush cannot go into world brush, only into func_detail and displacement.

Not true.