Water isn't appearing (but other water brushes are)

Basically, water isn’t appearing in one part of my map. Tried multiple water textures. It acts like it doesn’t exist somewhat, my ragdoll doesn’t float in it, and doesn’t appear at all, however if you shoot it it makes the water impact effect like normal, and makes sounds like you’re in it. I know it’s not a leak cause I can’t load a pointfile, what the hell could it be.
Here’s some images of other water in my map, and the water that isn’t appearing.

https://dl.dropboxusercontent.com/u/19296530/Things/Mapping/waterworksyes.png

https://dl.dropboxusercontent.com/u/19296530/Things/Mapping/waterworksyes2.png

You can see them perfectly fine, however there’s water here, but you can’t see it

https://dl.dropboxusercontent.com/u/19296530/Things/Mapping/waterworksno.png

My compile log:



** Executing...
** Command: "B:\Valve\SteamApps\common\counter-strike source\bin\vbsp.exe"
** Parameters: -game "B:\Valve\SteamApps\common\counter-strike source\cstrike" "B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
4 threads
materialPath: B:\Valve\SteamApps\common\counter-strike source\cstrike\materials
Loading B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in b:\valve\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/arena_symmetric_v3_d/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/arena_symmetric_v3_d/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 (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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.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 (0) (181315 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 423 texinfos to 263
Reduced 50 texdatas to 34 (2169 bytes to 1442)
Writing B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.bsp
0 seconds elapsed

** Executing...
** Command: "B:\Valve\SteamApps\common\counter-strike source\bin\vvis.exe"
** Parameters: -game "B:\Valve\SteamApps\common\counter-strike source\cstrike" "B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d"

Valve Software - vvis.exe (Aug 27 2013)
4 threads
reading b:\valve\steamapps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.bsp
reading b:\valve\steamapps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.prt
 750 portalclusters
2176 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 (9)
Optimized: 217 visible clusters (0.17%)
Total clusters visible: 127163
Average clusters visible: 169
Building PAS...
Average clusters audible: 278
visdatasize:65644  compressed from 144000
writing b:\valve\steamapps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.bsp
9 seconds elapsed

** Executing...
** Command: "B:\Valve\SteamApps\common\counter-strike source\bin\vrad.exe"
** Parameters:  -game "B:\Valve\SteamApps\common\counter-strike source\cstrike" "B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d"

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 b:\valve\steamapps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.bsp
Setting up ray-trace acceleration structure... Done (0.24 seconds)
3082 faces
942100 square feet [135662528.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3082 patches before subdivision
zero area child patch
119554 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
66 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 20487279, max 666
transfer lists: 156.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(200167, 127823, 29250)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(101758, 19355, 1627)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(50282, 2932, 103)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(31590, 514, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(17340, 86, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(11090, 16, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(6424, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(4101, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(2450, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1555, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(945, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(597, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(367, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(231, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(143, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(90, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #17 added RGB(56, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #18 added RGB(35, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #19 added RGB(22, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #20 added RGB(14, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #21 added RGB(8, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #22 added RGB(5, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #23 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #24 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #25 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #26 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0305 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  33/1024         1584/49152    ( 3.2%) 
brushes                481/8192         5772/98304    ( 5.9%) 
brushsides            3667/65536       29336/524288   ( 5.6%) 
planes                3150/65536       63000/1310720  ( 4.8%) 
vertexes              4647/65536       55764/786432   ( 7.1%) 
nodes                 1598/65536       51136/2097152  ( 2.4%) 
texinfos               263/12288       18936/884736   ( 2.1%) 
texdata                 34/2048         1088/65536    ( 1.7%) 
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                 3082/65536      172592/3670016  ( 4.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1084/65536       60704/3670016  ( 1.7%) 
leaves                1632/65536       52224/2097152  ( 2.5%) 
leaffaces             3746/65536        7492/131072   ( 5.7%) 
leafbrushes           1411/65536        2822/131072   ( 2.2%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            18877/512000      75508/2048000  ( 3.7%) 
edges                10725/256000      42900/1024000  ( 4.2%) 
LDR worldlights         65/8192         5720/720896   ( 0.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            5/32768          60/393216   ( 0.0%) 
waterstrips            284/32768        2840/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4437/65536        8874/131072   ( 6.8%) 
cubemapsamples           6/1024           96/16384    ( 0.6%) 
overlays                 4/512          1408/180224   ( 0.8%) 
LDR lightdata         [variable]     3201108/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       65644/16777216 ( 0.4%) 
entdata               [variable]       30339/393216   ( 7.7%) 
LDR ambient table     1632/65536        6528/262144   ( 2.5%) 
HDR ambient table     1632/65536        6528/262144   ( 2.5%) 
LDR leaf ambient      7851/65536      219828/1835008  (12.0%) 
HDR leaf ambient      1632/65536       45696/1835008  ( 2.5%) 
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]           1/3498     ( 0.0%) 
pakfile               [variable]      615824/0        ( 0.0%) 
physics               [variable]      181315/4194304  ( 4.3%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 8288
Writing b:\valve\steamapps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.bsp
16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.bsp" "B:\Valve\SteamApps\common\counter-strike source\cstrike\maps\arena_symmetric_v3_d.bsp"



All my water brushes are made in the same way. Nodraw textured brush, and I paint the face I want with the water with the water texture. I try the same water texture as them, different ones, same result.

Are the top faces of the brushes all level?

what?

[editline]2nd December 2013[/editline]

could you please elaborate

Are the top faces of all the water textured brushes level?

what do you mean by ‘level’. Level with what?

Level with each other. At the same height as each other. Flat. I really dont know how else to describe it.

Uh, it’s only one brush.

[editline]2nd December 2013[/editline]

If you think it’s more than 1 brush because of the effect getting cut off, i assure you it’s not

https://dl.dropboxusercontent.com/u/19296530/Things/Mapping/onebrush.png

Your post implies that you have more than one water brush in your map. Are all the top surfaces level or is that an incorrect inference from your post? Because you say “some” is working.

What I mean is I have water in more than one place in my map. In other places it works fine, but here it isn’t for some reason.

Bloody hell man answer the question. Are the top faces of every single sodding water brush in your map level with each other?

like, level in height? level in what?

[editline]2nd December 2013[/editline]

if it’s level in height, then no.

[editline]2nd December 2013[/editline]

And only that water brush isn’t working. The rest do.

Then there is your issue. The top faces of all water brushes in the same PVS need to be at the same z height.

Sorry for not understanding but yeah i really dont know what you mean

[editline]2nd December 2013[/editline]

okay I gotcha

Reread your last post. What is different between the working brushes and the broken one? The top is not at the same height. This is why it doesnt work. Its an engine limitation. How is this difficult to understand???

[editline]2nd December 2013[/editline]

Got there in the end lol

gah, I can’t move the room up from where it is so I guess I can’t have water there?

[editline]2nd December 2013[/editline]

hm, how do I find out what the PVS is? I do wireframe and the water isn’t being rendered when i’m at the broken water brush.

[editline]2nd December 2013[/editline]

Okay this is weird. When I lock the PVS no other water brush is being included so it can’t be that?

Heres a really realy simple test. Raise the water brush till its level with the others. Does it render?

You can’t have ‘normal water textures’ in different heights, I think you can use cheap water in the low height area.

Well now that’s weird. I can perform trick such as having differet water levels as long as I don’t see both of them at the same time. My water blocks are separated by walls and are quite far away.

https://dl.dropboxusercontent.com/u/19296530/Things/Mapping/pvswrong1.png

https://dl.dropboxusercontent.com/u/19296530/Things/Mapping/pvswrong2.png

[editline]2nd December 2013[/editline]

if you’re talking whole map wise, I have them at all different heights throughout the map all using water_canals03

[editline]2nd December 2013[/editline]

ALT+P gives “there is no player start” so nothings being reported in there either.

Its not weird, its fine so long as the game can physically never render them at the same time.