water disapears if player is too close

so if i got too close or i am in water it disapears i have no comling errors but i comply my maps VIS in fast mode

Can you upload a couple of screenshots for us to visually see what your problem is? The only thing I could possibly think of based on your description is a leak, but if there was a leak the water would be invisible entirely, so that’s likely not the problem.

Pastebin a compile log, and give us a couple screen shots. Unless someone here has specifically handled this issue before it’s going to be hard to see without some supporting documents.

sorry for taking long

** Executing…
** Command: “D:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “C:\HammerAutosave\rp_seaport.vmf”

Valve Software - vbsp.exe (Mar 14 2016)
8 threads
materialPath: D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\HammerAutosave\rp_seaport.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in d:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_seaport/nature/blendrockdirt002a_wvt_patch
Patching WVT material: maps/rp_seaport/nature/blendgrassdirt001a_wvt_patch
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 (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 82 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\HammerAutosave\rp_seaport.prt…Building visibility clusters…
done (0)
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) (438414 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 1984 texinfos to 1165
Reduced 118 texdatas to 106 (2853 bytes to 2388)
Writing C:\HammerAutosave\rp_seaport.bsp
2 seconds elapsed

** Executing…
** Command: “D:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” -fast “C:\HammerAutosave\rp_seaport”

Valve Software - vvis.exe (Dec 9 2014)
fastvis = true
8 threads
reading c:\hammerautosave\rp_seaport.bsp
reading c:\hammerautosave\rp_seaport.prt
1981 portalclusters
5887 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
Optimized: 161645 visible clusters (6.03%)
Total clusters visible: 2681701
Average clusters visible: 1353
Building PAS…
Average clusters audible: 1934
visdatasize:927019 compressed from 982576
writing c:\hammerautosave\rp_seaport.bsp
1 second elapsed

** Executing…
** Command: “D:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “C:\HammerAutosave\rp_seaport”

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\hammerautosave\rp_seaport.bsp
Setting up ray-trace acceleration structure… Done (0.65 seconds)
8217 faces
5 degenerate faces
3341207 square feet [481133888.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8212 patches before subdivision
zero area child patch
zero area child patch
175096 patches after subdivision
81 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (18)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (27)
transfers 25620059, max 1791
transfer lists: 195.5 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(285923, 265135, 221363)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(45473, 40108, 29803)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(11704, 9858, 6749)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(3491, 2801, 1773)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(1142, 873, 510)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(386, 280, 151)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(134, 92, 46)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(47, 30, 14)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(17, 10, 4)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(6, 3, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(2, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0600 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 (5)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 86/1024 4128/49152 ( 8.4%)
brushes 1183/8192 14196/98304 (14.4%)
brushsides 8870/65536 70960/524288 (13.5%)
planes 6758/65536 135160/1310720 (10.3%)
vertexes 12286/65536 147432/786432 (18.7%)
nodes 4436/65536 141952/2097152 ( 6.8%)
texinfos 1165/12288 83880/884736 ( 9.5%)
texdata 106/2048 3392/65536 ( 5.2%)
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 8217/65536 460152/3670016 (12.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3663/65536 205128/3670016 ( 5.6%)
leaves 4523/65536 144736/2097152 ( 6.9%)
leaffaces 10184/65536 20368/131072 (15.5%)
leafbrushes 3585/65536 7170/131072 ( 5.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 53881/512000 215524/2048000 (10.5%)
edges 30683/256000 122732/1024000 (12.0%)
LDR worldlights 80/8192 7040/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 850/32768 8500/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13035/65536 26070/131072 (19.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 9712232/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 927019/16777216 ( 5.5%)
entdata [variable] 59422/393216 (15.1%)
LDR ambient table 4523/65536 18092/262144 ( 6.9%)
HDR ambient table 4523/65536 18092/262144 ( 6.9%)
LDR leaf ambient 17066/65536 477848/1835008 (26.0%)
HDR leaf ambient 4523/65536 126644/1835008 ( 6.9%)
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] 1/5486 ( 0.0%)
pakfile [variable] 214574/0 ( 0.0%)
physics [variable] 438414/4194304 (10.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 22771
Writing c:\hammerautosave\rp_seaport.bsp
57 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\HammerAutosave\rp_seaport.bsp” “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\rp_seaport.bsp”

Compile log looks fine, next time try to use


, so the log looks nicer and formats it. I can't see your screenshots, I don't think they loaded, can you take another look at that? Otherwise I'm not quite sure what's going on but I'll still try to help you out.

[Edit]
I found your screenshots on your steam profile (stalker alert)

Anyway. That's a really strange problem. To me, it looks like when you clip through the skybox, or spot void, but your compile log doesn't show there being a leak. The only thing I can suggest is to run the map on full instead of fast, or use a different compiler (like vbct), and see if you still have the same problem. If fast takes you less than 30 seconds full shouldn't take more then 3-5 minutes. Give that a shot and see if it still does it while we wait for someone else to come up with the answer.

!update i can see water normaly but if i go in water it disapears

Did you use nodraw on all faces without top?

Yes

Have you run VIS in normal mode yet? Fast mode tends to break things like this.

No It takes so many hours i am going to compile it later maybe when i am in school

So you posted here to get advice, I leave you a nice reply with requests to troubleshoot your problem and your reply is “I’ll do it later”?

I’ll help you out later with that. Let us know when you’re ready to fix your problem.

it didnt work help

** Executing…
** Command: “D:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “C:\HammerAutosave\rp_seaport.vmf”

Valve Software - vbsp.exe (Mar 14 2016)
8 threads
materialPath: D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\HammerAutosave\rp_seaport.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in d:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_seaport/nature/blendrockdirt002a_wvt_patch
Patching WVT material: maps/rp_seaport/nature/blendgrassdirt001a_wvt_patch
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)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 78 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\HammerAutosave\rp_seaport.prt…Building visibility clusters…
done (0)
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 (1) (491274 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 2193 texinfos to 1304
Reduced 128 texdatas to 114 (3079 bytes to 2554)
Writing C:\HammerAutosave\rp_seaport.bsp
2 seconds elapsed

** Executing…
** Command: “D:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “C:\HammerAutosave\rp_seaport”

Valve Software - vvis.exe (Dec 9 2014)
8 threads
reading c:\hammerautosave\rp_seaport.bsp
reading c:\hammerautosave\rp_seaport.prt
2249 portalclusters
6685 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (1)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (54344)
Optimized: 11067 visible clusters (0.93%)
Total clusters visible: 1195751
Average clusters visible: 531
Building PAS…
Average clusters audible: 1725
visdatasize:960167 compressed from 1295424
writing c:\hammerautosave\rp_seaport.bsp
15 hours, 5 minutes, 45 seconds elapsed

** Executing…
** Command: “D:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “C:\HammerAutosave\rp_seaport”

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\hammerautosave\rp_seaport.bsp
Setting up ray-trace acceleration structure… Done (0.53 seconds)
9112 faces
5 degenerate faces
3449256 square feet [496692960.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9107 patches before subdivision
zero area child patch
zero area child patch
190109 patches after subdivision
102 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (15)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (18)
transfers 26848608, max 1947
transfer lists: 204.8 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(318409, 291085, 240891)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(50580, 43336, 31273)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(12540, 10291, 6867)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(3632, 2860, 1777)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(1166, 881, 509)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(391, 281, 150)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(135, 92, 46)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(47, 30, 14)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(17, 10, 4)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(6, 3, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(2, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0627 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 (5)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 96/1024 4608/49152 ( 9.4%)
brushes 1325/8192 15900/98304 (16.2%)
brushsides 9743/65536 77944/524288 (14.9%)
planes 7146/65536 142920/1310720 (10.9%)
vertexes 13610/65536 163320/786432 (20.8%)
nodes 5007/65536 160224/2097152 ( 7.6%)
texinfos 1304/12288 93888/884736 (10.6%)
texdata 114/2048 3648/65536 ( 5.6%)
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 9112/65536 510272/3670016 (13.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4113/65536 230328/3670016 ( 6.3%)
leaves 5104/65536 163328/2097152 ( 7.8%)
leaffaces 11254/65536 22508/131072 (17.2%)
leafbrushes 3945/65536 7890/131072 ( 6.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 59936/512000 239744/2048000 (11.7%)
edges 34142/256000 136568/1024000 (13.3%)
LDR worldlights 101/8192 8888/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 898/32768 8980/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14016/65536 28032/131072 (21.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10447076/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 960167/16777216 ( 5.7%)
entdata [variable] 68116/393216 (17.3%)
LDR ambient table 5104/65536 20416/262144 ( 7.8%)
HDR ambient table 5104/65536 20416/262144 ( 7.8%)
LDR leaf ambient 19226/65536 538328/1835008 (29.3%)
HDR leaf ambient 5104/65536 142912/1835008 ( 7.8%)
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] 1/4294 ( 0.0%)
pakfile [variable] 214893/0 ( 0.0%)
physics [variable] 491274/4194304 (11.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 25243
Writing c:\hammerautosave\rp_seaport.bsp
46 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\HammerAutosave\rp_seaport.bsp” “D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\rp_seaport.bsp”

6 days later? You’re lucky if anyone will help you after the ignorance.

It toke 8 hours to comply

Care to link the vmf in PM?

Yes but i am not in my pc right now

For anybody researching this thread in the future, the issues the OP is experiencing is due to the lack of optimization. There is a huge cave that was carved along with buildings that were carved out.

If you wish to cut down on compile times, don’t carve to begin with, also follow this optimization guide:
http://www.optimization.interlopers.net/

when you so ugly the water runs away ᶦᵐ ˢᵒʳʳʸ ᶦ ʰᵃᵈ ᵗᵒ ˢᵒʳʳʸ ᶠᵒʳ ᶰᵉᶜʳᵒ/ˢʰᶦᵗ/ᵖᵒˢᵗᶦᶰᵍ


(User was banned for this post ("Why reply? old bump" - OvB))