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. 
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 
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. 
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 
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. 
Thanks for the quick replies btw guys 
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 
Thanks for the help 
[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 
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 
[editline]09:40PM[/editline]
Actually… How do you make Lava which you can like fall into like water and then die? 
I know with the point_hurt stuff but I don’t know how to make it a liquid. 
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.
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?