Problem with Gel

Avatar
jwien001
36 Posts
Posted May 10, 2011
I just downloaded the Portal 2 Authoring Tools, and ran into a problem getting an info_paint_sprayer to work. The gel appears to work correctly, except that it won't stick to any surface. The gel simply disappears upon hitting a surface and does not coat it in paint. I have no idea what I'm doing wrong: I even tried copying an info_paint_sprayer from an example map on the wiki (which did compile and work correctly), but in my map it doesn't work. What's going on here? What am I missing?
Advertisement
Registered users don’t see ads! Register now!
Avatar
MrTwoVideoCards
584 Posts
Posted May 10, 2011
Replied 41 minutes later
Did you make sure that "paint in map" is set to "yes" in the map properties?
Avatar
jwien001
36 Posts
Posted May 11, 2011
Replied 26 minutes later
That was the problem. I didn't even realize such a property existed. Thanks!
Avatar
MrTwoVideoCards
584 Posts
Posted May 11, 2011
Replied 1 minute later
Don't forget to turn that off when you have a map without paint! Otherwise you're going to unnecessarily load the paint shader.
Avatar
Redlizard129
1 Posts
Posted May 22, 2011
Replied 11 days later
I have the same problem but changing the map settings didn't help. any suggestions?
Avatar
Hober
1,180 Posts
Posted May 22, 2011
Replied 4 minutes later
Does the gel work, just not show up? If so, just add lights to your map.
Avatar
Pesinn
12 Posts
Posted May 23, 2011
Replied 21 hours later
I have the same problem. It works like it should, but I cant see it... so I am trying to add some light into the map. I have heard that I need to set mat_fullbright 0 to see it work... but I cant set mat_fullbright 0 ... it doesn?t change. Its like the config file is read only or some... :neutral:
Any idea why mat_fullbright is stuck in 1?
Avatar
The Irate Pirate
236 Posts
Posted May 23, 2011
Replied 13 minutes later
Did you turn on sv_cheats 1?
Avatar
Pesinn
12 Posts
Posted May 23, 2011
Replied 17 minutes later

The Irate Pirate wrote:
Did you turn on sv_cheats 1?

sv_cheats is now 1. It still does not work.

Avatar
Hober
1,180 Posts
Posted May 23, 2011
Replied 5 hours later

Pesinn wrote:
Any idea why mat_fullbright is stuck in 1?

Do you have lights in your map?

Avatar
Pesinn
12 Posts
Posted May 24, 2011
Replied 20 hours later
Yes I have a light in the map. Still doesn't work.
Avatar
msleeper
4,136 Posts
Admin
Posted May 24, 2011
Replied 2 hours later
If you have gel in the map, and you have a light in the map (and mat_fullbright is set to 0) then gel should work.

Post your compile log.

Avatar
Pesinn
12 Posts
Posted May 25, 2011
Replied 18 hours later

I just took all the text in the log file (I think that is what you are asking for, but let me know if I am misunderstanding :smile:

Here is the compile log:

materialPath: c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\materials
Loading c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 4608.0 728.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 4608.0 728.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 5120.0 728.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 -8.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 752.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 3584.0 728.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1188.0 2048.0 431.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1700.0 2048.0 431.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 52 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (93062 bytes)
Error! To use model "models/anim_wp/room_transform/armrubble_9arms02.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/anim_wp/room_transform/armrubble_9arms02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 455 texinfos to 295
Reduced 29 texdatas to 29 (826 bytes to 826)
Writing c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.bsp
1 second elapsed



2 threads
reading c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.bsp
reading c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.prt
LoadPortals: couldn't read c:\program files (x86)\valve\steam\steamapps\common\portal 2\portal2\maps\closed_map.prt
Avatar
NocturnalGhost
200 Posts
Posted May 25, 2011
Replied 22 minutes later

Pesinn wrote:
0...1...2...3...4...5...6...7...8...9...10* leaked *
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!

You have a leak, which is why lights and gel don't work.

Avatar
Pesinn
12 Posts
Posted May 25, 2011
Replied 1 hour later

NocturnalGhost wrote:
Pesinn wrote:

0...1...2...3...4...5...6...7...8...9...10* leaked *
Entity weapon_portalgun (466.00 -176.00 1064.00) leaked!

You have a leak, which is why lights and gel don't work.

Is there any good way to find where it leaks?

Avatar
NocturnalGhost
200 Posts
Posted May 25, 2011
Replied 3 hours later
Check this page: http://developer.valvesoftware.com/wiki/Leak
Avatar
Pesinn
12 Posts
Posted May 25, 2011
Replied 3 hours later
Nice. Thx for the help :smile:
Avatar
Coldknife
10 Posts
Posted May 25, 2011
Replied 33 minutes later
I have this problem some days ago and i found something interesting : When i worked with env_cubemap gel sticked perfectly to faces. So now when i want to enable paint on a wall i do a env_cubemap and select the face of the wall and it works perfect. I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.
Avatar
msleeper
4,136 Posts
Admin
Posted May 25, 2011
Replied 5 minutes later

Coldknife wrote:
I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.

This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Groxkiller585
652 Posts
Posted May 25, 2011
Replied 12 minutes later

msleeper wrote:
Coldknife wrote:

I noticed too that maps without env_cubemap are fully bright and env_cubemap force maps to calculate light. I don't know if the problem come from there. But i'm pretty sure it will help some people.

This is not true at all. Lighting and cubemaps are completely separate topics. A map without lighting will be fullbright, regardless if there are cubemaps in the map or not. Likewise, a map (with or without lighting) will not have cubemaps until they are both placed and built using the "buildcubemaps" command.

Technically, a map without any env_cubemaps DOES have cubemaps, they are just the default ones, both on fullbright and lit maps. But yes for cubemaps that make sense what msleeper said is required.