Map issues water

This happens to everybody that trys the map.
I have modified the version of rp_downtown_v2_um This was originally released by THE PRO

Could somebody please help me?

there might be a leak somewhere.

THW has a pretty good tutorial on how to fix it, incase you don’t know how to do it: http://www.tophattwaffle.com/hammer-tutorial-v2-series-4-leaks/

This is not a leak It’s the original VMF

Post the compile log.

the water brush needs to fill completely the space it is occupying. It looks like some sort of leak - if there is nothing in the compile log, then check the perimeter of the water brush and also ensure that whatever contains it is not func_detail or some other brush entity

Here is the compile log:

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike” “C:\Users\Alex\Desktop\RP_Downtown_V2_UM.vmf”

Valve Software - vbsp.exe (Aug 30 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\Alex\Desktop\RP_Downtown_V2_UM.vmf
material “theprotextures/blendgrassgravel002a_gmfix” not found.
Material not found!: THEPROTEXTURES/BLENDGRASSGRAVEL002A_GMFIX
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
material “theprotextures/rp_downtown_v2_um_signtexture1a” not found.
Material not found!: THEPROTEXTURES/RP_DOWNTOWN_V2_UM_SIGNTEXTURE1A
material “theprotextures/gunshopsign” not found.
Material not found!: THEPROTEXTURES/GUNSHOPSIGN
material “theprotextures/weapongui” not found.
Material not found!: THEPROTEXTURES/WEAPONGUI
material “theprotextures/dtv2admuncp” not found.
Material not found!: THEPROTEXTURES/DTV2ADMUNCP
material “dttrains/dttotrains” not found.
Material not found!: DTTRAINS/DTTOTRAINS
material “dttrains/dttransit1” not found.
Material not found!: DTTRAINS/DTTRANSIT1
Could not locate ‘GameData’ key in c:\program files (x86)\steam\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 (1)
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
Processing areas…done (0)
Building Faces…done (1)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 350 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\Users\Alex\Desktop\RP_Downtown_V2_UM.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (1) (1493824 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 8809 texinfos to 4254
Reduced 686 texdatas to 585 (31879 bytes to 28118)
Writing C:\Users\Alex\Desktop\RP_Downtown_V2_UM.bsp
7 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike” -noextra “C:\Users\Alex\Desktop\RP_Downtown_V2_UM”

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

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\users\alex\desktop\RP_Downtown_V2_UM.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (3.20 seconds)
13549 faces
1 degenerate faces
1090447 square feet [157024384.00 square inches]
2 Displacements
6234 Square Feet [897792.00 Square Inches]
sun extent from map=0.087156
346 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (25)
Build Patch/Sample Hash Table(s)…Done<0.0460 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (6)
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 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 195/1024 9360/49152 (19.0%)
brushes 4064/8192 48768/98304 (49.6%)
brushsides 27795/65536 222360/524288 (42.4%)
planes 9614/65536 192280/1310720 (14.7%)
vertexes 22972/65536 275664/786432 (35.1%)
nodes 5479/65536 175328/2097152 ( 8.4%)
texinfos 4254/12288 306288/884736 (34.6%)
texdata 585/2048 18720/65536 (28.6%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 106/0 2120/0 ( 0.0%)
disp_tris 160/0 320/0 ( 0.0%)
disp_lmsamples 15868/0 15868/0 ( 0.0%)
faces 13549/65536 758744/3670016 (20.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9353/65536 523768/3670016 (14.3%)
leaves 5675/65536 181600/2097152 ( 8.7%)
leaffaces 16457/65536 32914/131072 (25.1%)
leafbrushes 7819/65536 15638/131072 (11.9%)
areas 4/256 32/2048 ( 1.6%)
surfedges 104746/512000 418984/2048000 (20.5%)
edges 67209/256000 268836/1024000 (26.3%)
LDR worldlights 346/8192 30448/720896 ( 4.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 1817/32768 18170/327680 ( 5.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 35682/65536 71364/131072 (54.4%)
cubemapsamples 159/1024 2544/16384 (15.5%)
overlays 63/512 22176/180224 (12.3%)
LDR lightdata [variable] 8520736/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 393463/393216 (100.1%) VERY FULL!
LDR ambient table 5675/65536 22700/262144 ( 8.7%)
HDR ambient table 5675/65536 22700/262144 ( 8.7%)
LDR leaf ambient 17107/65536 478996/1835008 (26.1%)
HDR leaf ambient 5675/65536 158900/1835008 ( 8.7%)
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] 1/52048 ( 0.0%)
pakfile [variable] 14032373/0 ( 0.0%)
physics [variable] 1493824/4194304 (35.6%)
physics terrain [variable] 220/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 40406
Writing c:\users\alex\desktop\RP_Downtown_V2_UM.bsp
42 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Alex\Desktop\RP_Downtown_V2_UM.bsp” “C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\RP_Downtown_V2_UM.bsp”

[editline]13th March 2014[/editline]

The texture for the water is dev/dev_water2

Try changing your skybox, you’re using a HDR one.

You’re missing the VVIS calculation.

Make sure it’s checked on the normal or the expert compiler

vvis is irrelevant, check the water itself

Why are you editing downtown?

I am learning how to edit and create maps so i am just editing rp_downtown_v2 from the original VMF!

Did you fixed it ?