Water invisible from outside...

Hey, i was making a map, and it’s nearly done, but i got to making the ocean area, and when i start up HL2, the water is invisible from the outside. When you’re INSIDE the water, It’s perfectly visible, and you get the underwater effects and what-not. It’s like that weather or not there’s a leak. So i don’t think that’s the problem. Could someone help?

Sorry if i’m being dumb and overlooking something wrong with my post. like i said before, i don’t use forums much.

** Executing…
** Command: “c:\program files\steam\steamapps\littleboyred1\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\littleboyred1\half-life 2\hl2” “C:\HammerAutosave\rp_map_wip12_004.vmf_autosave”

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\littleboyred1\half-life 2\hl2\materials
Loading C:\HammerAutosave\rp_map_wip12_004.vmf_autosave
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\littleboyred1\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/rp_map_wip12_004/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/rp_map_wip12_004/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
**** leaked ****
Entity light (-1024.00 -1952.00 -392.11) leaked!
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
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) (529242 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 1639 texinfos to 908
Reduced 204 texdatas to 160 (6408 bytes to 5234)
Writing C:\HammerAutosave\rp_map_wip12_004.bsp
7 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\littleboyred1\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\littleboyred1\half-life 2\hl2” “C:\HammerAutosave\rp_map_wip12_004”

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\hammerautosave\rp_map_wip12_004.bsp
reading c:\hammerautosave\rp_map_wip12_004.prt
LoadPortals: couldn’t read c:\hammerautosave\rp_map_wip12_004.prt

** Executing…
** Command: “c:\program files\steam\steamapps\littleboyred1\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\littleboyred1\half-life 2\hl2” “C:\HammerAutosave\rp_map_wip12_004”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

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

Loading c:\hammerautosave\rp_map_wip12_004.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (2.44 seconds)
10720 faces
10713186 square feet [1542698880.00 square inches]
18 Displacements
751173 Square Feet [108169000.00 Square Inches]
sun extent from map=0.087156
56 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (175)
Build Patch/Sample Hash Table(s)…Done<0.1560 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (17)
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 (120)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 85/1024 4080/49152 ( 8.3%)
brushes 1470/8192 17640/98304 (17.9%)
brushsides 9229/65536 73832/524288 (14.1%)
planes 3112/65536 62240/1310720 ( 4.7%)
vertexes 16280/65536 195360/786432 (24.8%)
nodes 7413/65536 237216/2097152 (11.3%)
texinfos 908/12288 65376/884736 ( 7.4%)
texdata 160/2048 5120/65536 ( 7.8%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 1458/0 29160/0 ( 0.0%)
disp_tris 2304/0 4608/0 ( 0.0%)
disp_lmsamples 451380/0 451380/0 ( 0.0%)
faces 10720/65536 600320/3670016 (16.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4636/65536 259616/3670016 ( 7.1%)
leaves 7499/65536 239968/2097152 (11.4%)
leaffaces 12097/65536 24194/131072 (18.5%)
leafbrushes 3890/65536 7780/131072 ( 5.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 68119/512000 272476/2048000 (13.3%)
edges 38541/256000 154164/1024000 (15.1%)
LDR worldlights 56/8192 4928/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 796/32768 7960/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12123/65536 24246/131072 (18.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14710468/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 126438/393216 (32.2%)
LDR ambient table 7499/65536 29996/262144 (11.4%)
HDR ambient table 7499/65536 29996/262144 (11.4%)
LDR leaf ambient 30157/65536 844396/1835008 (46.0%)
HDR leaf ambient 7499/65536 209972/1835008 (11.4%)
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] 1/4230 ( 0.0%)
pakfile [variable] 228355/0 ( 0.0%)
physics [variable] 529242/4194304 (12.6%)
physics terrain [variable] 4764/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 28122
Writing c:\hammerautosave\rp_map_wip12_004.bsp
5 minutes, 14 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\HammerAutosave\rp_map_wip12_004.bsp” “c:\program files\steam\steamapps\littleboyred1\half-life 2\hl2\maps\rp_map_wip12_004.bsp”

** Executing…
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 220 -game “c:\program files\steam\steamapps\littleboyred1\half-life 2\hl2” +map “rp_map_wip12_004”

There’s my compile log.

Also, when i DON’T have a leak, the map takes forever to compile and there’s no lightmap or whatever it’s called.

Post the compile log in code tags, please. It usually means you have a leak somewhere in the map.

Are you sure you’ve fixed the leak proper, because it still says leaking in the log.

I would bet my left nut that it’s the leak.

Probably your problem.

guys, like i said, IT’S INVISIBLE WEATHER OR NOT THERE’S A LEAK.

Go to Map, then Load Pointfile. If there is a leak you have missed (Likely), then a red line will point you to it.

Whether. and like we said YOU NEED TO PATCH THE LEAK.

A Leak means your map can reach the void, not somewhere the water could leak from. I thought this when I started mapping so I’m just gunna mention it.

I think he finally figured out there was a leak. Then again you know, the OP could look through the compile log and see if there is anything strange such as asterisks (****), since that probably means there is a problem

A leak stops VRAD from finishing, which is what makes all the light. That would explain why it’s fullbright and it compiles faster.
It also renders the water surface so if you have a leak you won’t see the water, just the skybox or something. Anyway make sure you don’t have VRAD marked as off in the compile options.

Heres your 2 problems.

looks at post
looks at nickname
facepalm