Help with water, not showing up when I'm underwater.

Hi.
I’m a relatively new mapper, and I was (trying) to make a lake, using displacements. I’m not even sure if that works. :stuck_out_tongue:

So anyway, I have the water but when I’m underwater, there’s no fog, I can plainly see the ground all around me.

If you can’t understand, I’m including some images.

http://img441.imageshack.us/img441/4276/wipmountain20002.jpg

http://img210.imageshack.us/img210/4430/wipmountain20001.jpg

http://img88.imageshack.us/img88/3549/wipmountain20000.jpg

The first two images are underwater, and the last one is, pretty obviously, above water :stuck_out_tongue:

Any help with this would be really appreciated.

Thanks,
sg3360

Do you have:
A. a water_lod_controller
B. a light_environment
C. env_cubemaps?

I’m not entirely sure, but any of those MAY cause that problem.

Oh and yes, making a lake with displacements works, that’s generally how you make them. :v:

You probably have a leak and your map is also fullbright. Post the compile log.

You tied it to a func_water_analog didn’t you?

I didnt think you needed a water_lod_controller

And I have it tied to a func_water_analog I think it is

I put a light_enviroment in and its still the same.
The map wasn’t finished i wanted to make sure it worked fine before I continued :stuck_out_tongue:

And here’s the compile log.


 
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.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 (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/mpa120*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/mpa120rt"
Can't load skybox file skybox/mpa120 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) (211042 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 115 texinfos to 19
Reduced 11 texdatas to 9 (316 bytes to 216)
Writing C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp
12 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp
reading c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.prt
1313 portalclusters
3523 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 13872 visible clusters (0.00%)
Total clusters visible: 1696177
Average clusters visible: 1291
Building PAS...
Average clusters audible: 1313
visdatasize:444102  compressed from 441168
writing c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp
4854 faces
2 degenerate faces
40813202 square feet [5877101056.00 square inches]
24 displacements
784401 square feet [112953840.00 square inches]
4852 patches before subdivision
159011 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (247)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (99)
transfers 2619825, max 157
transfer lists:  20.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(17278, 13584, 8301)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(14, 10, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1927 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
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                   4/1024          192/49152    ( 0.4%) 
brushes                320/8192         3840/98304    ( 3.9%) 
brushsides           12150/65536       97200/524288   (18.5%) 
planes               28802/65536      576040/1310720  (43.9%) 
vertexes              9131/65536      109572/786432   (13.9%) 
nodes                 4565/65536      146080/2097152  ( 7.0%) 
texinfos                19/12288        1368/884736   ( 0.2%) 
texdata                  9/2048          288/65536    ( 0.4%) 
dispinfos               24/0            4224/0        ( 0.0%) 
disp_verts            1944/0           38880/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples     1346048/0         1346048/0        ( 0.0%) 
faces                 4854/65536      271824/3670016  ( 7.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1086/65536       60816/3670016  ( 1.7%) 
leaves                4570/65536      146240/2097152  ( 7.0%) 
leaffaces             4900/65536        9800/131072   ( 7.5%) 
leafbrushes           2698/65536        5396/131072   ( 4.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            28692/512000     114768/2048000  ( 5.6%) 
edges                15436/256000      61744/1024000  ( 6.0%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             81/32768         810/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1101/65536        2202/131072   ( 1.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8873284/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      444102/16777216 ( 2.6%) 
entdata               [variable]        1848/393216   ( 0.5%) 
LDR leaf ambient      4570/65536      109680/1572864  ( 7.0%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]       10894/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      211042/4194304  ( 5.0%) 
==== Total Win32 BSP file data space used: 12654520 bytes ====

Total triangle count: 14202
Writing c:\program files (x86)\steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp
5 minutes, 54 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\kerplunk124\sourcesdk_content\cstrike\mapsrc\wipmountain2.bsp" "c:\program files (x86)\steam\steamapps\kerplunk124\counter-strike source\cstrike\maps\wipmountain2.bsp" 

Yeah the func_water_analog is your problem.
There is no reason to use that unless you want to make the water move (on a planar axis).
So just remake it and you should be good.

The people that tell you to tie it to a func_water_analog are idiots.

sorry for calling it func_water_lod, I haven’t looked at that ent in ages, so my bad.

This is always a good to check your compile log.

So what should I use instead of func_water_analog?
And I got that off of a tutorial on youtube. :stuck_out_tongue:

Thanks for the quick replies btw guys :slight_smile:

Give a link to that youtube tutorial.

You don’t need to use any entity with water, just texture the top side with water texture and the other 5 sides with nodraw.

Oh thats nice to know:L

And I’ll go look for it now :stuck_out_tongue:

Thanks for the help :slight_smile:

[editline]11:19PM[/editline]

There it is, between 4:30 and 5:00. It’s what I understood from it anyway. :L

Yeah don’t listen to tutorials about water, no entities needed.

Ah ok, thanks, I woulda been stumped for a long time if it wasn’t for you :stuck_out_tongue:

No worries.
ask anything anytime.

Pretty much this.

I’m usually always on, so you will probably get a quick answer if you need.

Thanks guys, I’ll keep that in mind :stuck_out_tongue:

[editline]09:40PM[/editline]

Actually… How do you make Lava which you can like fall into like water and then die? :stuck_out_tongue:
I know with the point_hurt stuff but I don’t know how to make it a liquid. :stuck_out_tongue:

There is many detailed tutorials for Hammer. I pretty much learned everything from that channel.

Oh please lets not start this.

Check out the water section on here:

http://www.facepunch.com/showthread.php?t=947473
To understand the lava look.

To make the lava hurt, you just have to put a trigger_hurt inside the water volume.

Ok thanks :slight_smile:

Not this.
This teaches you the wrong stuff.
I don’t want to start a flame war, but seriously, start out without EVER using a 3kliksphilip tutorial.

I have to agree with this, his tutorials messed me up a bit, I’m about to record some of my own.

The main reason I’m posting:
So do you only need one of those water_lod_controller (or water_controller_lod) what ever it is for all of your map? But it’s an option to use it on one or more things?