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Hazard Liquid Problems

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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.

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.

Water cannot be tied to an entity, it must be left as a solid.

Read the tutorials more closely, all of them tell you to have separate water and trigger_hurt entities.

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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.

Image
Now with 100% more inline comments!

They have an entire article, particle effect and differentation between water brush and trigger_hurt and all.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
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.

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.

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.

You likely have leaks and didn't parent the door model to the door itself.

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

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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 Finish

Object 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!

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.
Quote:
"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.

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