Water is invisible in certain angless

I dont have any compiling errors i used water/coast04

water is translucent from every angle

I said it wrong water dissapers if i look from certain angles or in water

water cannot dissaper if you could never see it to begin with

You sure your map has no leaks and that you haven’t passed any limits?

What about that thing where you can’t have reflective water on different heights visible at the same time ?

Could you post your compile log just to put our minds at ease? :slight_smile:

here

** Executing…
** Command: “E:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “C:\Users\Rasmus\Desktop\mapit\rp_seaportv2.vmf”

Valve Software - vbsp.exe (Mar 14 2016)
8 threads
materialPath: E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Rasmus\Desktop\mapit\rp_seaportv2.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in e:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_seaportv2/nature/blendrockdirt002a_wvt_patch
Patching WVT material: maps/rp_seaportv2/nature/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/rp_seaportv2/nature/blendsandrock004c_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 34 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Rasmus\Desktop\mapit\rp_seaportv2.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) (447273 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 2367 texinfos to 1402
Reduced 146 texdatas to 128 (3656 bytes to 2961)
Writing C:\Users\Rasmus\Desktop\mapit\rp_seaportv2.bsp
3 seconds elapsed

** Executing…
** Command: “E:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” -fast “C:\Users\Rasmus\Desktop\mapit\rp_seaportv2”

Valve Software - vvis.exe (Dec 9 2014)
fastvis = true
8 threads
reading c:\users\rasmus\desktop\mapit\rp_seaportv2.bsp
reading c:\users\rasmus\desktop\mapit\rp_seaportv2.prt
1914 portalclusters
5279 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
Optimized: 166366 visible clusters (6.60%)
Total clusters visible: 2519258
Average clusters visible: 1316
Building PAS…
Average clusters audible: 1872
visdatasize:879970 compressed from 918720
writing c:\users\rasmus\desktop\mapit\rp_seaportv2.bsp
1 second elapsed

** Executing…
** Command: “E:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “C:\Users\Rasmus\Desktop\mapit\rp_seaportv2”

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:\users\rasmus\desktop\mapit\rp_seaportv2.bsp
Setting up ray-trace acceleration structure… Done (0.78 seconds)
8946 faces
5 degenerate faces
3788059 square feet [545480576.00 square inches]
1 Displacements
13735 Square Feet [1977910.00 Square Inches]
8941 patches before subdivision
zero area child patch
zero area child patch
226445 patches after subdivision
119 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (33)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (30)
transfers 26181896, max 1999
transfer lists: 199.8 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(355306, 315096, 260313)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(56227, 45800, 32700)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(13589, 10426, 6795)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(3791, 2769, 1675)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(1183, 828, 467)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(388, 259, 135)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(132, 84, 41)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(46, 27, 12)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(16, 9, 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<0.0837 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 106/1024 5088/49152 (10.4%)
brushes 1181/8192 14172/98304 (14.4%)
brushsides 7498/65536 59984/524288 (11.4%)
planes 4158/65536 83160/1310720 ( 6.3%)
vertexes 13428/65536 161136/786432 (20.5%)
nodes 4773/65536 152736/2097152 ( 7.3%)
texinfos 1402/12288 100944/884736 (11.4%)
texdata 128/2048 4096/65536 ( 6.3%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 4536/0 4536/0 ( 0.0%)
faces 8946/65536 500976/3670016 (13.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3766/65536 210896/3670016 ( 5.7%)
leaves 4880/65536 156160/2097152 ( 7.4%)
leaffaces 10750/65536 21500/131072 (16.4%)
leafbrushes 3194/65536 6388/131072 ( 4.9%)
areas 4/256 32/2048 ( 1.6%)
surfedges 57443/512000 229772/2048000 (11.2%)
edges 32844/256000 131376/1024000 (12.8%)
LDR worldlights 119/8192 10472/720896 ( 1.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 847/32768 8470/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13308/65536 26616/131072 (20.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14075580/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 879970/16777216 ( 5.2%)
entdata [variable] 77944/393216 (19.8%)
LDR ambient table 4880/65536 19520/262144 ( 7.4%)
HDR ambient table 4880/65536 19520/262144 ( 7.4%)
LDR leaf ambient 20311/65536 568708/1835008 (31.0%)
HDR leaf ambient 4880/65536 136640/1835008 ( 7.4%)
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] 1/11984 ( 0.0%)
pakfile [variable] 216232/0 ( 0.0%)
physics [variable] 447273/4194304 (10.7%)
physics terrain [variable] 363/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24453
Writing c:\users\rasmus\desktop\mapit\rp_seaportv2.bsp
1 minute, 16 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Rasmus\Desktop\mapit\rp_seaportv2.bsp” “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\rp_seaportv2.bsp”

ran it in vis fast mode becoust it would other wise take too long

water will look funny with vvis set to fast , you ned to run it in default or final

i ran it on fast this time so i could get my compile log faster

can you post a picture of how it looks

Select all water brushes in the map and delete them temporarily, then recompile the map. Since water brushes are technically worldspawn, they can mask leaks.

Another issue you may have is that expensive water (ie. water that has reflections) can only be at one height in the same PVS area. If you have water at multiple height levels, it will cause glitches with reflections.

[editline]17th January 2017[/editline]

fixed this broblem i had waters in difrend levels now i need help whit custom texture creating

Well that’s what I was saying at the very beginning :smiley:

my english isnt best btw where is gmod materials folder i cant find it anywhere

You have to open Garry’s mod.dir in a program called “gcfScape” to extract materials. If you just want to add custom ones it’s Garry’s mod/garrysmod/materials

I didnt find materials folder

Watch any tutorial for custom source textures on YouTube…

If you don’t find a materials folder in steamapps\common\GarrysMod\GarrysMod you can create the folder there then put your custom texture in to it in there own folder i.e materials/my_custom_textures :slight_smile:

my texture is missing in hammer