Help with making water

Ive followed every single tutorial on how to make water exactly how they say. This is the one I have used most http://www.wikihow.com/Add-Water-to-Your-Map-in-Hammer-Editor. Anyway, i make the water like they say, but when I play the map the water is see through and makes you look through the map. It works like water and from underwater it looks normal. Please help.

Mapping - (42 Viewing)

No - we don’t know how to make water.

Well im sorry, I thought it worth asking because there are tons of maps with water.

Post your log, it’s probably a leak



** Executing...
** Command: "D:\Games\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "D:\Games\steamapps\common\Counter-Strike Source\cstrike" "D:\Games\steamapps\common\Team Fortress 2	f\maps\grassy.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\Games\steamapps\common\Counter-Strike Source\cstrike\materials
Loading D:\Games\steamapps\common\Team Fortress 2	f\maps\grassy.vmf
Could not locate 'GameData' key in d:\games\steamapps\common\counter-strike source\cstrike\gameinfo.txt
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_terrorist (-145.77 -282.49 65.00) leaked!
Processing areas...done (0)
Building Faces...error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (6657 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 29 texinfos to 13
Reduced 13 texdatas to 7 (480 bytes to 228)
Writing D:\Games\steamapps\common\Team Fortress 2	f\maps\grassy.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Games\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "D:\Games\steamapps\common\Counter-Strike Source\cstrike" "D:\Games\steamapps\common\Team Fortress 2	f\maps\grassy"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading d:\games\steamapps\common	eam fortress 2	f\maps\grassy.bsp
reading d:\games\steamapps\common	eam fortress 2	f\maps\grassy.prt
LoadPortals: couldn't read d:\games\steamapps\common	eam fortress 2	f\maps\grassy.prt


** Executing...
** Command: "D:\Games\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "D:\Games\steamapps\common\Counter-Strike Source\cstrike" "D:\Games\steamapps\common\Team Fortress 2	f\maps\grassy"

Valve Software - vrad.exe SSE (May 14 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading d:\games\steamapps\common	eam fortress 2	f\maps\grassy.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.03 seconds)
133 faces
68992 square feet [9934848.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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                   2/1024           96/49152    ( 0.2%) 
brushes                 16/8192          192/98304    ( 0.2%) 
brushsides              96/65536         768/524288   ( 0.1%) 
planes                  80/65536        1600/1310720  ( 0.1%) 
vertexes               152/65536        1824/786432   ( 0.2%) 
nodes                  117/65536        3744/2097152  ( 0.2%) 
texinfos                13/12288         936/884736   ( 0.1%) 
texdata                  7/2048          224/65536    ( 0.3%) 
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                  133/65536        7448/3670016  ( 0.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               55/65536        3080/3670016  ( 0.1%) 
leaves                 120/65536        3840/2097152  ( 0.2%) 
leaffaces              145/65536         290/131072   ( 0.2%) 
leafbrushes             45/65536          90/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              808/512000       3232/2048000  ( 0.2%) 
edges                  470/256000       1880/1024000  ( 0.2%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips              2/32768          20/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            24/65536          48/131072   ( 0.0%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       47056/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        1075/393216   ( 0.3%) 
LDR ambient table      120/65536         480/262144   ( 0.2%) 
HDR ambient table      120/65536         480/262144   ( 0.2%) 
LDR leaf ambient        84/65536        2352/1835008  ( 0.1%) 
HDR leaf ambient       120/65536        3360/1835008  ( 0.2%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]      213055/0        ( 0.0%) 
physics               [variable]        6657/4194304  ( 0.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 322
Writing d:\games\steamapps\common	eam fortress 2	f\maps\grassy.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Games\steamapps\common\Team Fortress 2	f\maps\grassy.bsp" "D:\Games\steamapps\common\Counter-Strike Source\cstrike\maps\grassy.bsp"



Yep, leaked. Look if that spawnpoint isn’t out of the map or something.

Its not sticking out of the map at all. I tried moving it and still got the error. Then i tried removing it totally and it says the counter terrorist is leaked. What is wrong here.

It doesn’t matter if it’s the water or something else, but that you have the leak in general. :stuck_out_tongue:
Use Map - Load Pointfile to locate it and seal it, so the water (and players) aren’t going to leak into void.

Water is expensive.

Sorry figured it out. Apparently I accidently retexured one of my skyboxes, and it caused things to leak. Thanks for the help.

Im pretty sure someone already said that.

No, they said 42 viewing and he said 25 viewing

not the same number, it’s a different number

Some people XD