What Portal 2 Textures to Use?
- 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
Have a nice day,
~Sidneys1
Help pls
Water Texture:

Glass Texture:

And what it looks like ingame:
XWshfdQB_cY
Any help please?
Thanks,
Have a nice day,
~Sidneys1
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...
It looks like your map has lighting. Does your map have leaks? Post your compile log.
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Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
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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"
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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)
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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
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Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
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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"
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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
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Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
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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"
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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)
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Bounce #5 added RGB(4225, 3904, 2878)
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Bounce #6 added RGB(2320, 2143, 1579)
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Bounce #7 added RGB(1280, 1182, 870)
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Bounce #8 added RGB(708, 653, 481)
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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)
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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
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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"
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Running command: cd "c:\program files\steam\steamapps\common\alien swarm\bin"
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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"
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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
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