Odd glitch with transparent textures

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Shane
243 Posts
Posted Aug 18, 2012
Has anyone else noticed that just occasionally when they upload a map to the workshop and then test play to make sure it worked that every so often the map will not render properly, essentially all transparent textures (like cube dropper glass, the glass around the elevator ETC) will look opaque and off? Although re-uploading usually fixes the problem it's a bit annoying.
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FelixGriffin
2,680 Posts
Posted Aug 18, 2012
Replied 10 minutes later
Yes. I think it's a cubemap error of some sort, it doesn't happen if I don't have cubemaps (in which case it's always purple checkered, never opaque).
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Yenwood
95 Posts
Posted Aug 18, 2012
Replied 1 minutes later
In one of my maps some of a dropper looks like its ignoring the glass, which looks wierd. I'm too tired and lazy to try to fix it/reupload it.
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Shane
243 Posts
Posted Aug 18, 2012
Replied 53 minutes later
I've tried removing and re-adding the map and the problem is still there, it's not a compile error as it compiled fine and looks fine when I run it from my maps folder. Is there any way at all to fix the problem? This is a hammer map, I didn't make it with the PTI editor
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Shane
243 Posts
Posted Aug 20, 2012
Replied 1 day later
Tried building the cubemaps in HDR and SDR mode and this problem still won't go away. It's REALLy annoying.
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FelixGriffin
2,680 Posts
Posted Aug 20, 2012
Replied 9 hours later
Options: -both -final
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Shane
243 Posts
Posted Aug 20, 2012
Replied 2 hours later
Nope, even that didn't help :/
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HMW
806 Posts
Posted Aug 21, 2012
Replied 12 hours later
So to make sure we (I) understand: this happens only after you upload the map to the workshop? I.e. playing the exact same bsp file locally is fine?

This might indicate that the file gets corrupted somehow while it's uploading.
(You may want to verify cache to make sure you don't have an outdated p2map_publish.exe.)

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Shane
243 Posts
Posted Aug 21, 2012
Replied 27 minutes later
Here's what happens:

I compile the map in Hammer then run it with F9, and Portal 2 launches it from /portal 2/portal2/maps, no problems

I copy it to /portal 2/portal2_dlc2/maps and launch it (if you try to build the cubemaps in any other dir the game crashes), and the exact same problem presents itself. However building the cubemaps via the console makes it look OK again (I build the cubemaps in HDR mode, then switch to ldr by typing mat_hdr_level 0 and build them in SDR mode, then switch back to HDR mode)

After I build the cubemaps and upload the map to the workshop, I subscribe and play to test it. The map downloads, and upon launching it looks crappy again.

Something's definitely happening to maps between the process of uploading to the workshop and downloading to other people's cache, and it only seems to happen with maps built in Hammer. Do you have any idea if maps from the workshop built in the PETI editor compile with HDR?

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Shane
243 Posts
Posted Aug 23, 2012
Replied 2 days later

Sorry to keep bumping but does anyone have any more insight into this? it's really starting to annoy me, I can't figure out what I'm doing wrong. Provided the VMF in the hope it might give some insight

http://www.mediafire.com/download.php?75wv5ajpoa8gy31

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HMW
806 Posts
Posted Aug 23, 2012
Replied 4 hours later
I see you have a space in the map name. IIRC that may cause these kinds of problems. The game doesn't always handle spaces correctly, and since the cube maps are stored in a "virtual" folder with the same name as the map, it may not be able to find them.

Try renaming it to "hotel_aperture.vmf" and see if that fixes it.

(I can't build it because it's missing some instances.)

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HalfPortalLife3
20 Posts
Posted Aug 23, 2012
Replied 1 hour later
That is very strange. I've never encountered this particular glitch, but about 80% of the time any PTI map I export to Hammer won't have any cubemaps.
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Shane
243 Posts
Posted Aug 23, 2012
Replied 3 hours later
I'll try that HMW, thanks

Also, I have been advised that it may help appearance to put cubemaps over other reflective surfaces like glass and water, is that the case?

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Shane
243 Posts
Posted Aug 23, 2012
Replied 12 minutes later
Amazing, it worked. You have my sincere gratitude HMW, you have saved me enormous headache. Thank you!
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HMW
806 Posts
Posted Aug 24, 2012
Replied 13 hours later
Glad to have helped!

It's a good idea to place additional cube maps near reflective surfaces, but don't overdo it. If you have too many, you will notice more sudden changes in the reflection on e.g. cubes and the portal gun model. Also, each cube map takes up some extra space in the bsp file.

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Shane
243 Posts
Posted Aug 24, 2012
Replied 2 hours later
I've taken that onboard and placed some additional cubemaps inside the map, only one per surfact