Hazard Liquid Problems
Quote from vinivite on November 3, 2010, 5:53 pmSo well... I learned a lot of things on Hammer studying custom made maps and the original portal maps, and I think my map is going well, but now I'm tryng to put hazard liquid in a certain part, and, even after reading all tutorials I found on the wiki, and other web sites, I just can't figure out how to fix my problems:
- When I jump on the liquid, I don't swim. I just fall in the liquid, just like it was a non-solid object (it's a func_brush, but I don't see anything diferent from the original portal maps!).
- I can't add the effect of the green goo on the liquid... I just fall on the hazard and them I see everything normal, without that green "mist".
Thanks.
So well... I learned a lot of things on Hammer studying custom made maps and the original portal maps, and I think my map is going well, but now I'm tryng to put hazard liquid in a certain part, and, even after reading all tutorials I found on the wiki, and other web sites, I just can't figure out how to fix my problems:
- When I jump on the liquid, I don't swim. I just fall in the liquid, just like it was a non-solid object (it's a func_brush, but I don't see anything diferent from the original portal maps!).
- I can't add the effect of the green goo on the liquid... I just fall on the hazard and them I see everything normal, without that green "mist".
Thanks.
Quote from msleeper on November 3, 2010, 10:32 pmRead the tutorials more closely, all of them tell you to have separate water and trigger_hurt entities.
Read the tutorials more closely, all of them tell you to have separate water and trigger_hurt entities.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from WinstonSmith on November 3, 2010, 10:44 pmAlso, the green mist is a particle effect. Place an info_particle_system over the water and check the VDC's Portal Particle List for the appropriate systems.
Also, the green mist is a particle effect. Place an info_particle_system over the water and check the VDC's Portal Particle List for the appropriate systems.
Quote from msleeper on November 4, 2010, 12:36 am
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from vinivite on November 8, 2010, 6:31 pmThanks for the help guys, it worked perfectly (I'm lazy to put the green mist, but I'll try all particles later). But (??) other strange problem occured: when I load my map, mat_fullbright have 1 in value, and I can't put 0! I write mat_fullbright 0 and nothing works. I tried loading other custom maps, and they start with mat_fullbright 1 too, but I put 0 and it turn offs... and other thing: sometimes, when I render my map, it crashes without purpose, them I run the map again and it works sometimes... is this normal?
And finally: I made a door exactly how Valve made on Portal Single Player (not the rounded door, the square one (door2.mdl, if I'm not mistaken). I add a prop_dynamic, then I put a func_door inside it, make the func_door parent to the prop, put triggers to make it open, but when it was supposed to open, nothing happens. I just hear the sound of the door opening... I thought it was a problem involving the ceiling above the door; then I made it a func_brush, to make the door pass through the ceiling, and the map crashed when I loaded it... then I tried to make a hole in the ceiling, and the map crashed again... what I'm supposed to do to make the door open correctly? There's no leaks, and no problems when I check for problems.
Thanks for the help guys, it worked perfectly (I'm lazy to put the green mist, but I'll try all particles later). But (??) other strange problem occured: when I load my map, mat_fullbright have 1 in value, and I can't put 0! I write mat_fullbright 0 and nothing works. I tried loading other custom maps, and they start with mat_fullbright 1 too, but I put 0 and it turn offs... and other thing: sometimes, when I render my map, it crashes without purpose, them I run the map again and it works sometimes... is this normal?
And finally: I made a door exactly how Valve made on Portal Single Player (not the rounded door, the square one (door2.mdl, if I'm not mistaken). I add a prop_dynamic, then I put a func_door inside it, make the func_door parent to the prop, put triggers to make it open, but when it was supposed to open, nothing happens. I just hear the sound of the door opening... I thought it was a problem involving the ceiling above the door; then I made it a func_brush, to make the door pass through the ceiling, and the map crashed when I loaded it... then I tried to make a hole in the ceiling, and the map crashed again... what I'm supposed to do to make the door open correctly? There's no leaks, and no problems when I check for problems.
Quote from Motanum on November 9, 2010, 5:01 ammat_fullbright is considered a cheat.
So you need to type sv_cheats 1 and the mat_fullbright.
If you go from a fullbright map and then to a normal (Valve) map, full bright will stay on. and because you need sv_cheats 1 then you will not get achievements!
I think Omnicoder told you about your door
mat_fullbright is considered a cheat.
So you need to type sv_cheats 1 and the mat_fullbright.
If you go from a fullbright map and then to a normal (Valve) map, full bright will stay on. and because you need sv_cheats 1 then you will not get achievements!
I think Omnicoder told you about your door
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
Aperture Tag - Collection ModDB
Like my work? Spare a coin? Donate via PayPal at eugenio.motanum91 [AT] gmail.com
Quote from vinivite on November 9, 2010, 10:37 amObviously I write sv_cheats 1 before using mat_fullbright... I'll check the door to see what's the problem...
And I don't have leaks... at least, no leaks are showed on the process window when I render my map... it's possible to my map have a leak even if the process window and the pointfile don't show me nothing?EDIT:
Okay, my error on the door was kinda stupid... the func_door was parent to the prop, and the prop to the func_door... so now It's corrected and working, thanks Omnicoder.
But the mat_fullbright problem continues... andI think I have something useful to correct it. This is what appears on the process window when I run the map:
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappsvinivitesmw456sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsvinivitesmw456portalportal" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter"Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:program filessteamsteamappsvinivitesmw456portalportalmaterials
Loading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Could not locate 'GameData' key in c:program filessteamsteamappsvinivitesmw456portalportalgameinfo.txt
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.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) (59201 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 792 texinfos to 278
Reduced 76 texdatas to 55 (3791 bytes to 2877)
Writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
2 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappsvinivitesmw456sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsvinivitesmw456portalportal" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter"Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
reading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.prt
359 portalclusters
1156 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 (10)
Optimized: 357 visible clusters (0.00%)
Total clusters visible: 41782
Average clusters visible: 116
Building PAS...
Average clusters audible: 288
visdatasize:33899 compressed from 34464
writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
10 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappsvinivitesmw456sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -both -final -game "c:program filessteamsteamappsvinivitesmw456portalportal" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter"Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
663 faces
79681 square feet [11474183.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
663 patches before subdivision
3827 patches after subdivision
91 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 213253, max 313
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12354, 9266, 7021)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2680, 2363, 1861)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(730, 749, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(239, 272, 225)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(89, 107, 88)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(36, 44, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(15, 18, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
65 of 73 (89% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 166/8192 1992/98304 ( 2.0%)
brushsides 1104/65536 8832/524288 ( 1.7%)
planes 906/65536 18120/1310720 ( 1.4%)
vertexes 1642/65536 19704/786432 ( 2.5%)
nodes 761/65536 24352/2097152 ( 1.2%)
texinfos 278/12288 20016/884736 ( 2.3%)
texdata 55/2048 1760/65536 ( 2.7%)
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 663/65536 37128/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 388/65536 21728/3670016 ( 0.6%)
leaves 768/65536 24576/2097152 ( 1.2%)
leaffaces 936/65536 1872/131072 ( 1.4%)
leafbrushes 653/65536 1306/131072 ( 1.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4820/512000 19280/2048000 ( 0.9%)
edges 3094/256000 12376/1024000 ( 1.2%)
LDR worldlights 91/8192 8008/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 102/32768 1020/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1725/65536 3450/131072 ( 2.6%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 309140/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 33899/16777216 ( 0.2%)
entdata [variable] 11030/393216 ( 2.8%)
LDR ambient table 768/65536 3072/262144 ( 1.2%)
HDR ambient table 768/65536 3072/262144 ( 1.2%)
LDR leaf ambient 3375/65536 94500/1835008 ( 5.1%)
HDR leaf ambient 768/65536 21504/1835008 ( 1.2%)
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] 1/804 ( 0.1%)
pakfile [variable] 969268/0 ( 0.0%)
physics [variable] 59201/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1922
Writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
13 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
Setting up ray-trace acceleration structure...
** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite_contest_enter.bsp""ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist"What this mean?
EDIT?:
Well, very strange... I run the map once again and suddenly everything worked fine. mat_fullbright can be 0 now in my map... so thanks everyone for the help!
Obviously I write sv_cheats 1 before using mat_fullbright... I'll check the door to see what's the problem...
And I don't have leaks... at least, no leaks are showed on the process window when I render my map... it's possible to my map have a leak even if the process window and the pointfile don't show me nothing?
EDIT:
Okay, my error on the door was kinda stupid... the func_door was parent to the prop, and the prop to the func_door... so now It's corrected and working, thanks Omnicoder.
But the mat_fullbright problem continues... andI think I have something useful to correct it. This is what appears on the process window when I run the map:
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappsvinivitesmw456sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsvinivitesmw456portalportal" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter"Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:program filessteamsteamappsvinivitesmw456portalportalmaterials
Loading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Could not locate 'GameData' key in c:program filessteamsteamappsvinivitesmw456portalportalgameinfo.txt
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.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) (59201 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 792 texinfos to 278
Reduced 76 texdatas to 55 (3791 bytes to 2877)
Writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
2 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappsvinivitesmw456sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsvinivitesmw456portalportal" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter"Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
reading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.prt
359 portalclusters
1156 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 (10)
Optimized: 357 visible clusters (0.00%)
Total clusters visible: 41782
Average clusters visible: 116
Building PAS...
Average clusters audible: 288
visdatasize:33899 compressed from 34464
writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
10 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappsvinivitesmw456sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -both -final -game "c:program filessteamsteamappsvinivitesmw456portalportal" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter"Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
663 faces
79681 square feet [11474183.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
663 patches before subdivision
3827 patches after subdivision
91 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 213253, max 313
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12354, 9266, 7021)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2680, 2363, 1861)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(730, 749, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(239, 272, 225)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(89, 107, 88)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(36, 44, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(15, 18, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
65 of 73 (89% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 166/8192 1992/98304 ( 2.0%)
brushsides 1104/65536 8832/524288 ( 1.7%)
planes 906/65536 18120/1310720 ( 1.4%)
vertexes 1642/65536 19704/786432 ( 2.5%)
nodes 761/65536 24352/2097152 ( 1.2%)
texinfos 278/12288 20016/884736 ( 2.3%)
texdata 55/2048 1760/65536 ( 2.7%)
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 663/65536 37128/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 388/65536 21728/3670016 ( 0.6%)
leaves 768/65536 24576/2097152 ( 1.2%)
leaffaces 936/65536 1872/131072 ( 1.4%)
leafbrushes 653/65536 1306/131072 ( 1.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4820/512000 19280/2048000 ( 0.9%)
edges 3094/256000 12376/1024000 ( 1.2%)
LDR worldlights 91/8192 8008/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 102/32768 1020/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1725/65536 3450/131072 ( 2.6%)
cubemapsamples 8/1024 128/16384 ( 0.8%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 309140/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 33899/16777216 ( 0.2%)
entdata [variable] 11030/393216 ( 2.8%)
LDR ambient table 768/65536 3072/262144 ( 1.2%)
HDR ambient table 768/65536 3072/262144 ( 1.2%)
LDR leaf ambient 3375/65536 94500/1835008 ( 5.1%)
HDR leaf ambient 768/65536 21504/1835008 ( 1.2%)
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] 1/804 ( 0.1%)
pakfile [variable] 969268/0 ( 0.0%)
physics [variable] 59201/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1922
Writing c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
13 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp
Setting up ray-trace acceleration structure...
** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite contest entryvinivite_contest_enter.bsp" "c:program filessteamsteamappsvinivitesmw456portalportalmapsvinivite_contest_enter.bsp"
"ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist"
What this mean?
EDIT?:
Well, very strange... I run the map once again and suddenly everything worked fine. mat_fullbright can be 0 now in my map... so thanks everyone for the help!
Quote from Omnicoder on November 9, 2010, 4:04 pmQuote:"ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist"These aren't a problem and will always appear. Anyway glad it's working.
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist"
These aren't a problem and will always appear. Anyway glad it's working.