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What Portal 2 Textures to Use?

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Hey, a question for those of you who have decompiled some official P2 BSPs... What are some of the 'standard' textures that are used? Most are pretty obvious and easy to find, but I'm having trouble with a couple specific textures.. so:

  • What's the texture for the slime water? I've tried a couple, but none of them appear in my map... (yes, I have lights and even a water_lod thinger)
  • What's the texture for the refractive glass in front of the overlook offices? I've tried a couple here as well but none of them are transparent in-game :(

Thanks for any replies!

Have a nice day,
~Sidneys1

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^Click to go to my Steam Community Profile^

I hear glass and water and such doesn't behave properly unless you add an env_cubemap to your level, I have no idea what that does though, or how it works and with what keyvalues.

Yes, I should have mentioned that I have a few "env_cubemap"s as well.

Have a nice day,
~Sidneys1

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^Click to go to my Steam Community Profile^

Threadbump, and more info... Here's what I have going:

Help pls

Spoiler
Sorry, only logged-in users can see spoilers.

Any help please?

Thanks,
Have a nice day,
~Sidneys1

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^Click to go to my Steam Community Profile^

What cubemaps are and how to use them. Seriously, elementary stuff.

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msleeper wrote:
What cubemaps are and how to use them. Seriously, elementary stuff.

If you had read the third post you would noticed that I mentioned I already have env_cubemaps, and I have run "buildcubemaps" then reloaded the level.. All to naught. The refractive glass is still opaque and the water fails to show up at all. Are the textures I'm using the right ones? I know people here have the answers, as I have seen multiple P2 custom maps with working 'slime water'. It's a simple question, I just want a simple answer.

Have a nice day,
~Sidneys1

EDIT: however, I will not I have no real way of knowing if my cube maps are working, since "impulse 81" doesn't seem to work in P2...

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Your post doesn't mention that you already built them. You just say you placed them, which is not the same thing. Unbuilt cubemaps do nothing.

It looks like your map has lighting. Does your map have leaks? Post your compile log.

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No leaks afaik:

Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonalien swarmbin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonalien swarmbinvbsp.exe" -game "c:program filessteamsteamappscommonportal 2portal2" "c:program filessteamsteamappscommonportal 2portal2through_the_roof"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Aug  4 2010)
2 threads
materialPath: c:program filessteamsteamappscommonportal 2portal2materials
Loading c:program filessteamsteamappscommonportal 2portal2through_the_roof.vmf
unrecognized conditional test SonyPS3?$outputintensity in effects/fizzler_center
unrecognized conditional test srgb_pc?$outputintensity in effects/fizzler_center
unrecognized conditional test !srgb_pc?$outputintensity in effects/fizzler_center
Could not locate GameData file portal2.fgd
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 c:program filessteamsteamappscommonportal 2portal2through_the_roof.prt...Building visibility cluster
s...
done (0)
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) (59299 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 149 texinfos to 81
Reduced 27 texdatas to 24 (864 bytes to 749)
Writing c:program filessteamsteamappscommonportal 2portal2through_the_roof.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonalien swarmbin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonalien swarmbinvvis.exe" -radius_override 2500 -game "c:program filessteamsteamappscommonportal 2portal2" "c:program filessteamsteamappscommonportal 2portal2through_the_roof"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Aug  4 2010)
Vis Radius = 2500.00
2 threads
reading c:program filessteamsteamappscommonportal 2portal2through_the_roof.bsp
reading c:program filessteamsteamappscommonportal 2portal2through_the_roof.prt
  89 portalclusters
179 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 (0)
Optimized: 2 visible clusters (0.00%)
Total clusters visible: 3571
Average clusters visible: 40
Building PAS...
Average clusters audible: 72
visdatasize:2861  compressed from 2848
writing c:program filessteamsteamappscommonportal 2portal2through_the_roof.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonalien swarmbin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonalien swarmbinvrad.exe" -game "c:program filessteamsteamappscommonportal 2portal2" "c:program filessteamsteamappscommonportal 2portal2through_the_roof"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Aug  4 2010)

      Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappscommonportal 2portal2through_the_roof.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
420 faces
42916 square feet [6180014.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
420 patches before subdivision
6386 patches after subdivision
11 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 608169, max 318
transfer lists:   4.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(59222, 54655, 40220)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(27842, 25727, 18974)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(14449, 13355, 9855)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(7751, 7163, 5283)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(4225, 3904, 2878)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(2320, 2143, 1579)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(1280, 1182, 870)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(708, 653, 481)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(392, 362, 266)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(217, 201, 148)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #11 added RGB(121, 112, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(67, 62, 46)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(37, 34, 25)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(21, 19, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(12, 11, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(6, 6, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #17 added RGB(4, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #19 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #20 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
1 of 8 (12% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   5/1024          240/49152    ( 0.5%)
brushes                167/8192         2004/98304    ( 2.0%)
brushsides            1030/65536        8240/524288   ( 1.6%)
planes                 440/65536        8800/1310720  ( 0.7%)
vertexes               743/65536        8916/786432   ( 1.1%)
nodes                  279/65536        8928/2097152  ( 0.4%)
texinfos                81/12288        5832/884736   ( 0.7%)
texdata                 24/2048          768/65536    ( 1.2%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                  420/65536       23520/3670016  ( 0.6%)
hdr faces              420/65536       23520/3670016  ( 0.6%)
origfaces              275/65536       15400/3670016  ( 0.4%)
leaves                 285/65536        9120/2097152  ( 0.4%)
leaffaces              503/65536        1006/131072   ( 0.8%)
leafbrushes            279/65536         558/131072   ( 0.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             3079/512000      12316/2048000  ( 0.6%)
edges                 1929/256000       7716/1024000  ( 0.8%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights         11/8192         1100/819200   ( 0.1%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips             42/32768         420/327680   ( 0.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           696/65536        1392/131072   ( 1.1%)
cubemapsamples           3/1024           48/16384    ( 0.3%)
overlays                 6/512          2112/180224   ( 1.2%)
LDR lightdata         [variable]           0/0        ( 0.0%)
HDR lightdata         [variable]      401984/0        ( 0.0%)
visdata               [variable]        2861/16777216 ( 0.0%)
entdata               [variable]        7062/393216   ( 1.8%)
LDR ambient table      285/65536        1140/262144   ( 0.4%)
HDR ambient table      285/65536        1140/262144   ( 0.4%)
LDR leaf ambient       285/65536        7980/1835008  ( 0.4%)
HDR leaf ambient      1085/65536       30380/1835008  ( 1.7%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
Prop Hull Verts          0/0               0/0        ( 0.0%)
Prop Hull Blob           0/0               0/0        ( 0.0%)
Prop Hull Lists          0/0               0/0        ( 0.0%)
Prop Hulls               0/0               0/0        ( 0.0%)
Prop Hull trilist        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/2862     ( 0.0%)
pakfile               [variable]      299164/0        ( 0.0%)
physics               [variable]       59299/4194304  ( 1.4%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 1149
Writing c:program filessteamsteamappscommonportal 2portal2through_the_roof.bsp
10 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "c:program filessteamsteamappscommonportal 2portalthrough_the_roof.bsp" "C:Program FilesSteamsteamappscommonportal 2portal2mapsthrough_the_roof.bsp"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonalien swarmbin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonalien swarmbinvbsp.exe" -game "c:program filessteamsteamappscommonportal 2portal2" "c:program filessteamsteamappscommonportal 2portal2through_the_roof"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Aug  4 2010)
2 threads
materialPath: c:program filessteamsteamappscommonportal 2portal2materials
Loading c:program filessteamsteamappscommonportal 2portal2through_the_roof.vmf
unrecognized conditional test SonyPS3?$outputintensity in effects/fizzler_center
unrecognized conditional test srgb_pc?$outputintensity in effects/fizzler_center
unrecognized conditional test !srgb_pc?$outputintensity in effects/fizzler_center
Could not locate GameData file portal2.fgd
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 c:program filessteamsteamappscommonportal 2portalthrough_the_roof.prt...Building visibility cluster
s...
done (0)
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) (59299 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 149 texinfos to 81
Reduced 27 texdatas to 24 (864 bytes to 749)
Writing c:program filessteamsteamappscommonportal 2portal2through_the_roof.bsp
0 seconds elapsed
Finished. Press a key to close.

Thanks for understanding though.

Have a nice day,
~Sidneys1

Image
^Click to go to my Steam Community Profile^

Maybe I'm confused, but why are you running vbsp again at the end? It should be the first process that runs. But it looks like it runs again, after vrad runs.

[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.

No clue, and thanks for pointing that out.. I've disabled it from running at the end, and it still compiles fine (and a lot faster) so i guess that's solved.

Also, I seem to have inadvertantly solved my water-not-showing-up problem! Somehow or other my water solid got tied to a func_water_analog.. No idea what that is or how it got tied, but I removed it and water seems to work now! Now for that glass...

Have a nice day,
~Sidneys1

Image
^Click to go to my Steam Community Profile^
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