Underwater fog issue with large Garrysmod map

Sorry for the repost, but no one seems to be replying to the question in the megathread.
So I am having a bit of an issue with water on my map.
Above water its fine, but the texture seems to constantly flicker when underwater.

I have never had this problem before starting this map, anyone got any ideas?

what set up do you ave for your water_lod_control ?

I haven’t set one up yet. But that shouldn’t be an issue because one is created anyway during compile. And I have never had to make one before.

if you place one in the map you’ll be able to change the start and end transition settings that might help with the flicker

Which water texture are you using? Firstly make sure it’s not a “beneath” texture and secondly check for any errors during compile.

I’m using a custom water texture. But I tried several default textures and they all had the same problem.

Heres the compile log:



** Executing...
** Command: "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.vmf"

Valve Software - vbsp.exe (May 14 2014)
4 threads
materialPath: e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
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 (0)
Processing areas...done (0)
Building Faces...done (3)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.prt...Building visibility clusters...
done (0)
No such variable "$basetexture" for material "skybox/sky_overcast01_hdrrt"
Can't load skybox file skybox/sky_overcast01_hdr to build the default cubemap!
No such variable "$basetexture" for material "skybox/sky_overcast01_hdrrt"
Can't load skybox file skybox/sky_overcast01_hdr 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) (18587 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 166 texinfos to 105
Reduced 21 texdatas to 15 (785 bytes to 439)
Writing E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.bsp
6 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3"

Valve Software - vvis.exe (May 14 2014)
4 threads
reading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp
reading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.prt
   3 portalclusters
1024 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 5
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:34  compressed from 48
writing e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp
0 seconds elapsed

** Executing...
** Command: "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -both -game "e:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3"

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

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp
Setting up ray-trace acceleration structure... Done (0.53 seconds)
7856 faces
54211428 square feet [7806445568.00 square inches]
114 Displacements
1990434 Square Feet [286622624.00 Square Inches]
7856 patches before subdivision
207880 patches after subdivision
sun extent from map=0.342020
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 31728443, max 2770
transfer lists: 242.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(33022, 29740, 21197)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(83227, 75520, 53732)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2137, 1431, 582)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(5399, 3761, 1557)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(145, 73, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(355, 190, 46)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(10, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(23, 10, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1588 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (27)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 53/8192          636/98304    ( 0.6%) 
brushsides             358/65536        2864/524288   ( 0.5%) 
planes                 504/65536       10080/1310720  ( 0.8%) 
vertexes              6774/65536       81288/786432   (10.3%) 
nodes                 5401/65536      172832/2097152  ( 8.2%) 
texinfos               105/12288        7560/884736   ( 0.9%) 
texdata                 15/2048          480/65536    ( 0.7%) 
dispinfos              114/0           20064/0        ( 0.0%) 
disp_verts            9234/0          184680/0        ( 0.0%) 
disp_tris            14592/0           29184/0        ( 0.0%) 
disp_lmsamples     1035264/0         1035264/0        ( 0.0%) 
faces                 7856/65536      439936/3670016  (12.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              190/65536       10640/3670016  ( 0.3%) 
leaves                5403/65536      172896/2097152  ( 8.2%) 
leaffaces             8537/65536       17074/131072   (13.0%) 
leafbrushes           4422/65536        8844/131072   ( 6.7%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            32856/512000     131424/2048000  ( 6.4%) 
edges                16639/256000      66556/1024000  ( 6.5%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips             39/32768         390/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           708/65536        1416/131072   ( 1.1%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     8609520/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]          34/16777216 ( 0.0%) 
entdata               [variable]        4019/393216   ( 1.0%) 
LDR ambient table     5403/65536       21612/262144   ( 8.2%) 
HDR ambient table     5403/65536       21612/262144   ( 8.2%) 
LDR leaf ambient     24060/65536      673680/1835008  (36.7%) 
HDR leaf ambient      5403/65536      151284/1835008  ( 8.2%) 
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]           1/402      ( 0.2%) 
pakfile               [variable]        2161/0        ( 0.0%) 
physics               [variable]       18587/4194304  ( 0.4%) 
physics terrain       [variable]       39938/1048576  ( 3.8%) 

Level flags = 0

Total triangle count: 16384
Writing e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp
1 minute, 16 seconds elapsed
Valve Software - vrad.exe SSE (May 14 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp
Setting up ray-trace acceleration structure... Done (0.53 seconds)
7856 faces
54211428 square feet [7806445568.00 square inches]
114 Displacements
1990434 Square Feet [286622624.00 Square Inches]
7856 patches before subdivision
207880 patches after subdivision
sun extent from map=0.342020
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 31728443, max 2770
transfer lists: 242.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(33022, 29740, 21197)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(83227, 75520, 53732)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(2137, 1431, 582)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(5399, 3761, 1557)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(145, 73, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(355, 190, 46)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(10, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(23, 10, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1617 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 (27)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 53/8192          636/98304    ( 0.6%) 
brushsides             358/65536        2864/524288   ( 0.5%) 
planes                 504/65536       10080/1310720  ( 0.8%) 
vertexes              6774/65536       81288/786432   (10.3%) 
nodes                 5401/65536      172832/2097152  ( 8.2%) 
texinfos               105/12288        7560/884736   ( 0.9%) 
texdata                 15/2048          480/65536    ( 0.7%) 
dispinfos              114/0           20064/0        ( 0.0%) 
disp_verts            9234/0          184680/0        ( 0.0%) 
disp_tris            14592/0           29184/0        ( 0.0%) 
disp_lmsamples     1035264/0         1035264/0        ( 0.0%) 
faces                 7856/65536      439936/3670016  (12.0%) 
hdr faces             7856/65536      439936/3670016  (12.0%) 
origfaces              190/65536       10640/3670016  ( 0.3%) 
leaves                5403/65536      172896/2097152  ( 8.2%) 
leaffaces             8537/65536       17074/131072   (13.0%) 
leafbrushes           4422/65536        8844/131072   ( 6.7%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            32856/512000     131424/2048000  ( 6.4%) 
edges                16639/256000      66556/1024000  ( 6.5%) 
LDR worldlights          3/8192          264/720896   ( 0.0%) 
HDR worldlights          3/8192          264/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips             39/32768         390/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           708/65536        1416/131072   ( 1.1%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     8609520/0        ( 0.0%) 
HDR lightdata         [variable]     8609520/0        ( 0.0%) 
visdata               [variable]          34/16777216 ( 0.0%) 
entdata               [variable]        4019/393216   ( 1.0%) 
LDR ambient table     5403/65536       21612/262144   ( 8.2%) 
HDR ambient table     5403/65536       21612/262144   ( 8.2%) 
LDR leaf ambient     24060/65536      673680/1835008  (36.7%) 
HDR leaf ambient     24060/65536      673680/1835008  (36.7%) 
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]           1/402      ( 0.2%) 
pakfile               [variable]        2161/0        ( 0.0%) 
physics               [variable]       18587/4194304  ( 0.4%) 
physics terrain       [variable]       39938/1048576  ( 3.8%) 

Level flags = 0

Total triangle count: 16384
Writing e:\steam\steamapps\common\garrysmod\garrysmod\maps\maps src\plane_test_map_dev3.bsp
1 minute, 17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\maps src\plane_test_map_dev3.bsp" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\plane_test_map_dev3.bsp"


its not quite a leak but try changing the skybox texture

taz0, stop trying to “help” people with problems, you have no idea what’s going on. So for the love of God(s), STOP!

Would you happen to have any addons that change how water looks installed?

[editline]10th May 2015[/editline]

Just FYI, if there were a leak the water wouldn’t show to begin with. On top of that, cubemaps have little or nothing to do with how water looks when you’re swimming in it. No offense man, but i think you need to take a while to practice. You could be a good mapper for all I know, but doing something, and being able to troubleshoot and help somebody with their problem are very different from each other.

I have no addons, and I have taken a look at a couple of other water-heavy maps and they don’t have this issue.

My map gm_fork has the same issue. I don’t know what caused it though, so I guess this doesn’t help much v:downs:v

The only things I could think of trying off hand would be changing the water texture your using, or consider the problem being
gpu related put frame limiter on and see if it helps. usually if it’s an engine related issue the water flickers only when looking directly up not horizontal.

IF, the water is not a solid brush but a func_movelinear that to will cause problems