What Portal 2 Textures to Use?

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Sidneys1
89 Posts
Posted May 01, 2011
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 :sad:
    Thanks for any replies!

Have a nice day,
~Sidneys1

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eviloatmeal
53 Posts
Posted May 01, 2011
Replied 1 hour later
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.
Avatar
Sidneys1
89 Posts
Posted May 01, 2011
Replied 6 minutes later
Yes, I should have mentioned that I have a few "env_cubemap"s as well.

Have a nice day,
~Sidneys1

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Sidneys1
89 Posts
Posted May 02, 2011
Replied 13 hours later
Threadbump, and more info... Here's what I have going:

Help pls
Water Texture:
img
Glass Texture:
img
And what it looks like ingame:
XWshfdQB_cY

Any help please?

Thanks,
Have a nice day,
~Sidneys1

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msleeper
4,136 Posts
Admin
Posted May 02, 2011
Replied 2 hours later
What cubemaps are and how to use them. Seriously, elementary stuff.
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Sidneys1
89 Posts
Posted May 02, 2011
Replied 8 minutes later

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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msleeper
4,136 Posts
Admin
Posted May 02, 2011
Replied 10 minutes later
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.

Avatar
Sidneys1
89 Posts
Posted May 02, 2011
Replied 8 minutes later
No leaks afaik:

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vbsp.exe" -game "c:\program files\steam\steamapps\common\portal 2\portal2" "c:\program files\steam\steamapps\common\portal 2\portal2\through_the_roof"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Aug  4 2010)
2 threads
materialPath: c:\program files\steam\steamapps\common\portal 2\portal2\materials
Loading c:\program files\steam\steamapps\common\portal 2\portal2\through_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 files\steam\steamapps\common\portal 2\portal2\through_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 files\steam\steamapps\common\portal 2\portal2\through_the_roof.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vvis.exe" -radius_override 2500 -game "c:\program files\steam\steamapps\common\portal 2\portal2" "c:\program files\steam\steamapps\common\portal 2\portal2\through_the_roof"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Aug  4 2010)
Vis Radius = 2500.00
2 threads
reading c:\program files\steam\steamapps\common\portal 2\portal2\through_the_roof.bsp
reading c:\program files\steam\steamapps\common\portal 2\portal2\through_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 files\steam\steamapps\common\portal 2\portal2\through_the_roof.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vrad.exe" -game "c:\program files\steam\steamapps\common\portal 2\portal2" "c:\program files\steam\steamapps\common\portal 2\portal2\through_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 files\steam\steamapps\common\portal 2\portal2\through_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 files\steam\steamapps\common\portal 2\portal2\through_the_roof.bsp
10 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "c:\program files\steam\steamapps\common\portal 2\portal\through_the_roof.bsp" "C:\Program Files\Steam\steamapps\common\portal 2\portal2\maps\through_the_roof.bsp"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\alien swarm\bin\vbsp.exe" -game "c:\program files\steam\steamapps\common\portal 2\portal2" "c:\program files\steam\steamapps\common\portal 2\portal2\through_the_roof"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Aug  4 2010)
2 threads
materialPath: c:\program files\steam\steamapps\common\portal 2\portal2\materials
Loading c:\program files\steam\steamapps\common\portal 2\portal2\through_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 files\steam\steamapps\common\portal 2\portal\through_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 files\steam\steamapps\common\portal 2\portal2\through_the_roof.bsp
0 seconds elapsed
Finished. Press a key to close.

Thanks for understanding though.

Have a nice day,
~Sidneys1

Avatar
msleeper
4,136 Posts
Admin
Posted May 02, 2011
Replied 7 minutes later
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.
Avatar
Sidneys1
89 Posts
Posted May 02, 2011
Replied 12 minutes later
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

Avatar
msleeper
4,136 Posts
Admin
Posted May 02, 2011
Replied 3 minutes later
Are you placing the glass texture on a brush face? What is the name of glass texture that you are using?
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Avatar
Sidneys1
89 Posts
Posted May 02, 2011
Replied 20 minutes later
Yes, and glass/glasswindow_refract01.