Fluke Skywater- HELP!

GO0D3Nguy

L1: Registered
Jan 19, 2011
8
0
I've recently been working on a map involving a LOT of water (i.e. the sea).

Basically, it's a huge brush with nodraw on all surfaces except the top (which i've been changing frequently to try different water textures) as I've been shown in some online tutorials.

The skybox ends at the bottom, where i've put a sand textured ground and invisble walls to close the water in. I removed the bottom skybox for the ground however (if that has anything to do with it.
When I preview it with "shaded/ texture 3D view" it shows up really nicely.

BUT--when I "Run Map", it decides to become invisble on the top surface, showing everything on top (props, ships, stuff) floating in mid-air.
And everything (props, stuff except the sand ground which is visble) underneath where the surface should be dissapears and only reappears when I dive under.
D:
So, er, may the force be with you in solving this? :confused:

P.S. Arrrr!
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
You got yourself a leak (pun no intended)

go to map at the top, then Load Pointfile, click yes. somewhere on your map you'll see a red line that will start at an entity or prop and will worm its way out into the void. Plug that hole up.

Recompile (on you can turn VVIS and VRAD to 'fast' for this) and do it again. Keep loading the pointfile/plugging leak/recompiling until you get a browsing window with files (it doesn't ask if you want to load it, just takes you to a file window). Now you can compile on whatever settings you need. Your water should be there now.

Also, make sure you have a cubemap with its brush face the same one as the water, and water_lod_control entity somewhere in your map.
 

GO0D3Nguy

L1: Registered
Jan 19, 2011
8
0
You got yourself a leak (pun no intended)

go to map at the top, then Load Pointfile, click yes. somewhere on your map you'll see a red line that will start at an entity or prop and will worm its way out into the void. Plug that hole up.

Recompile (on you can turn VVIS and VRAD to 'fast' for this) and do it again. Keep loading the pointfile/plugging leak/recompiling until you get a browsing window with files (it doesn't ask if you want to load it, just takes you to a file window). Now you can compile on whatever settings you need. Your water should be there now.

Also, make sure you have a cubemap with its brush face the same one as the water, and water_lod_control entity somewhere in your map.

Right, I loaded a "pointfile", like you said a red line like a fracture appreared near the middle of the map.
I deleted the props above it, but I'm not sure how to "plug it up" or "recompile"?
I already made a Water_lod_control entity not far from where the red line is.
Are you asking me to make another water brush somewhere?
 

GLaDOS

L1: Registered
Nov 26, 2009
28
9
Follow the red line until it leaves your map, there you have your leak (interior connected with exterior of the map). Then fix your brushes -> run map again.

Repeat until the water shows up nicely.
 

GO0D3Nguy

L1: Registered
Jan 19, 2011
8
0
But how do I fix that leak? Do I have to create the brush again or hit F9? I don't know howto plug it up, I'm afraid!
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Don't be afraid. Its a common error.


a leak is a hole in the map that leads into the void. if its a large hole,you can put a brush (block) there. if its small, just move some of the brushes around it so that there isn't a hole anymore.

When you've done that. Compile the map again. When its done compiling, load the pointfile again.

F9 is the hotkey for compiling. If you click it, a window will appear. it has a few options for compiling. What you should do when compiling/checking for leaks, is check the box that says "Do not run the game after compile" this will just compile the map and not load up the map
 

GO0D3Nguy

L1: Registered
Jan 19, 2011
8
0
Right, thanks. I've just made a block brush around the point where it touches the ground and leaves the map. I'm not sure how I'd move any brushes over it, it didn't leave any holes into the void through the ground.
Having done that, though, the red line still hasn't gone.
Gonna run it and see.
 

GO0D3Nguy

L1: Registered
Jan 19, 2011
8
0
Yeah, it's a displacement. I put a simple block under where the red line touched. Still hasn't fixed the water though.
 

GO0D3Nguy

L1: Registered
Jan 19, 2011
8
0
OK, thanks! I understand know. Load pointfile, "plug" the holes where the red line ends with blocks underneath the displacements, recomple, save, start over until all of the leaks are fixed! :)
 

tyler

aa
Sep 11, 2013
5,102
4,621
If your entire sea floor is a displacement, stick a huge block of nodraw under it.

Also I think water is broken if you don't have lights.