Invisible Water

Hello guys ! So , I´ve been facing a problem in hammer that the water is invisible . I know that , this is usually related to leaks , but i dont have any on my map (Already checked Pointfile etc ) . I also already tryed interlopers , but no errors . Here is my compile log :


** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Users\Tiago\Documents\rp_city4_b4.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
8 threads
materialPath: D:\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Tiago\Documents\rp_city4_b4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_city4_b4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/rp_city4_b4/nature/infblendgrassdirt001a_wvt_patch
Patching WVT material: maps/rp_city4_b4/de_chateau/groundd_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1094 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\Tiago\Documents\rp_city4_b4.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
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) (2413978 bytes)
Error! prop_static using model "models/props_c17/lockers001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lockers001a.mdl"!
Error! prop_static using model "models/props_c17/furniturebathtub001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturebathtub001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 18855 texinfos to 8224
Reduced 1867 texdatas to 1363 (91923 bytes to 69013)
Writing C:\Users\Tiago\Documents\rp_city4_b4.bsp
9 seconds elapsed

** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Tiago\Documents\rp_city4_b4"

Valve Software - vvis.exe (Aug 27 2013)
fastvis = true
8 threads
reading c:\users	iago\documents\rp_city4_b4.bsp
reading c:\users	iago\documents\rp_city4_b4.prt
9375 portalclusters
30032 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (17)
Optimized: 6907311 visible clusters (10.97%)
Total clusters visible: 62981563
Average clusters visible: 6718
Building PAS...
Vismap expansion overflow

** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Tiago\Documents\rp_city4_b4"

Valve Software - vrad.exe SSE (Sep 16 2013)

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

Loading c:\users	iago\documents\rp_city4_b4.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.92 seconds)
33532 faces
11 degenerate faces
5177122 square feet [745505600.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
173 direct lights
BuildFacelights:     0...1...2...3 warning - face vectors parallel to face normal. bad lighting will be produced
no samples 10601
...4...5...6...7...8...9...10 (15)
Build Patch/Sample Hash Table(s).....Done<0.0488 sec>
FinalLightFace:      0...1...2...3 warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
...4...5...6...7...8...9...10 (8)
FinalLightFace Done
0 of 1 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  61/1024         2928/49152    ( 6.0%) 
brushes               6552/8192        78624/98304    (80.0%) 
brushsides           48936/65536      391488/524288   (74.7%) 
planes               32320/65536      646400/1310720  (49.3%) 
vertexes             56226/65536      674712/786432   (85.8%) VERY FULL!
nodes                18698/65536      598336/2097152  (28.5%) 
texinfos              8224/12288      592128/884736   (66.9%) 
texdata               1363/2048        43616/65536    (66.6%) 
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                33532/65536     1877792/3670016  (51.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            17884/65536     1001504/3670016  (27.3%) 
leaves               18760/65536      600320/2097152  (28.6%) 
leaffaces            41076/65536       82152/131072   (62.7%) 
leafbrushes          16938/65536       33876/131072   (25.8%) 
areas                    7/256            56/2048     ( 2.7%) 
surfedges           233317/512000     933268/2048000  (45.6%) 
edges               139594/256000     558376/1024000  (54.5%) 
LDR worldlights        173/8192        15224/720896   ( 2.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            5/32768          60/393216   ( 0.0%) 
waterstrips           3276/32768       32760/327680   (10.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         59520/65536      119040/131072   (90.8%) VERY FULL!
cubemapsamples          66/1024         1056/16384    ( 6.4%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    17102872/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      270295/393216   (68.7%) 
LDR ambient table    18760/65536       75040/262144   (28.6%) 
HDR ambient table    18760/65536       75040/262144   (28.6%) 
LDR leaf ambient     70731/65536     1980468/1835008  (107.9%) VERY FULL!
HDR leaf ambient     18760/65536      525280/1835008  (28.6%) 
occluders                1/0              40/0        ( 0.0%) 
occluder polygons        1/0              12/0        ( 0.0%) 
occluder vert ind        4/0              16/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/60594    ( 0.0%) 
pakfile               [variable]     7573019/0        ( 0.0%) 
physics               [variable]     2413978/4194304  (57.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 94525
Writing c:\users	iago\documents\rp_city4_b4.bsp
41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tiago\Documents\rp_city4_b4.bsp" "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\rp_city4_b4.bsp"

Any ideia on what i could be ? Thanks !

*Sorry For My Bad enlgish

** I already posted a topic about it , But i redesigned my map trying to solve this , but no sucess .

Vismap expansion overflow

if I recall water depends on vis for its reflections along with the cubemap which might be why you’re not seeing it.

At any rate this error is pretty serious. Don’t run vis with -fast it’s usually the first cause for this bug on big maps, run vis in minimum normal mode. If it still appears func_detail all the non critical geometry and place visclusters in big empty spaces.