prop_static & water problems
I created a little transition in a PTE for the project I'm working on and continued editing it in hammer, as I did before already. Unfortunately, nearly all of my prop_static models won't show up as well as water flickering like nuts.
Compile Log: http://www.mediafire.com/?n87c2u189jd1dwr
Thank you for your time &
best regards,
iSpectra
Quote:
Error! To use model "models/car_int_dest/train_dynamics_secb.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/car_int_dest/train_dynamics_secb.mdl"!
Error! To use model "models/car_int_dest/train_dynamics_secd.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/car_int_dest/train_dynamics_secd.mdl"!
Error! To use model "models/car_int_dest/traincar_ham_radio.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/car_int_dest/traincar_ham_radio.mdl"!
Error! To use model "models/npcs/monsters/monster_a_cube.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/npcs/monsters/monster_a_cube.mdl"!
Error! To use model "models/npcs/turret/turret_skeleton.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/npcs/turret/turret_skeleton.mdl"!
Error! To use model "models/npcs/turret/turret_boxed.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/npcs/turret/turret_boxed.mdl"!
Error! To use model "models/npcs/turret/turret_backwards.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/npcs/turret/turret_backwards.mdl"!
Error! To use model "models/props_destruction/glass_break_192x224_d1.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_destruction/glass_break_192x224_d1.mdl"!
You have a bunch of models there that must be a prop_dynamic, they can't be prop_statics.
As for the water; it looks custom; what's the vmt like?
Are you sure you also have the following vmts/vmfs:
Quote:
"$refracttexture" "_rt_WaterRefraction"
"$reflecttexture" "_rt_WaterReflection"
"$bumpmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"
"$bottommaterial" "nature/toxicslime002a_beneath" //?ndern? Zu Dunkel?
@FelixGriffin; Yeah I just noticed that too. The turret skeleton for example, only works with "prop_dynamic_override".
FelixGriffin wrote:
Also, not all of those models will even work with prop_dynamic. I believe the various turrets and cubes are physics-only, so you'll need to use prop_dynamic_override.
or just a prop_physics. prop_dynamic_overrides are more expensive than prop_physics...
Lpfreaky90 wrote:
Are you sure you also have the following vmts/vmfs:
Quote:"$refracttexture" "_rt_WaterRefraction"
"$reflecttexture" "_rt_WaterReflection"
"$bumpmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"
"$bottommaterial" "nature/toxicslime002a_beneath" //?ndern? Zu Dunkel?iSpectra wrote:
@Lpfreaky90; I don't have all of them (e.g. the "dev" folder).
Yes, all of us have those textures, they're into the pak01_dir.vpk file 
"_rt_WaterRefraction" and "_rt_WaterReflection" are not textures, but kind of wildcards the shader uses to get real-time refractions or reflections (from the wiki)
iSpectra wrote:
I tried to change the water-texture to a default one, but that results in the same glitch.
If you can't get your water to appear properly even using a stock water texture, then you are not making the water correctly:
-
Have you made a brush completely textured nodraw, except the top face (textured with the water texture)?
-
Have you place an env_cubemap entity over your water brush (64 units or so) and actually assign it to your water face? (and make sure you did this way). This is important for the parameter in your water material:
-
"$envmap" "env_cubemap"*
*Note:* In the case you have multiple brushes with the top face textured with water, you'll have to assign ALL of them to the same cubemap.
*Tip:* In the case of multiple water brushes, in order to make the water appear correctly in all of them, texture one of them with the water texture, then, while the Face Edit Sheet open, use Alt + Right click to texture the adjacent ones; and finally select them all (still in the Face Edit Sheet), click 'Treat as one' and then click on 'Fit'
- Check if you have any leak around. Also try to avoid that your water brushes touch unnecessary brushes or props (try to limit the water brushes to the pool you created avoiding overlapping) because it can be buggy.
However, about the water material you're using, I think it's kind of outdated. TopHatwaffle made many custom materials for many different games, but the water creation has suffered many changes along the games. There is an interesting read about this here. I'd suggest you to grab the stock water textures and experiment with those instead (again, all of them are located into the packed file pak01_dir.vpk into portal2/portal2 folder... you can open it and extract content from it using GCFScape).
iSpectra wrote:
Everything is working fine now, except the water (works only with one specific slime texture). I noticed that when I compile the map, I get a yellow message that says "Water LOD missing".
You need a water_lod_control in your map whenever you have water.
You can see how its being used here:
euIWMq_JJm0
RectorRocks wrote:
You need a water_lod_control in your map whenever you have water.
Are you sure? Hammer always tells me that it can't find one and falls back to the default one.
(which is also used when I manually place one; cuz I never change the settings of the lod control anyways
)
Lpfreaky90 wrote:
Are you sure? Hammer always tells me that it can't find one and falls back to the default one.
(which is also used when I manually place one; cuz I never change the settings of the lod control anyways)
Well, I'm just answering his question. Since he said "Water lod missing", that would mean a missing water_lod_control. Thats why I just said that he needed a water_lod_control 
Haha, I didn't change the settings of the lod control too 
iSpectra wrote:
Everything is working fine now, except the water (works only with one specific slime texture). I noticed that when I compile the map, I get a yellow message that says "Water LOD missing".
What is the water texture you're using finally? does it keep being "water_riverbed03.vmt"? If so you could try 2 things:
- Add the proxy "WaterLOD" at the end of your water material exactly as shown below:
"Water"
{
"Water_DX80"
{
"$refractamount" ".2"
}
"Water_DX81"
{
"$refractamount" ".2"
}
"$abovewater" 1
"%compilewater" 1
"$forceexpensive" 1
"$reflectentities" 0
"$envmap" "env_cubemap"
"%tooltexture" "dev/water_normal"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "2"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "8"
// "$reflecttint" "[1 1 1]"
"$scale" "[1 1]"
"$bumpmap" "dev/water_dudv"
"$normalmap" "dev/water_normal"
"$surfaceprop" "water"
"$bottommaterial" "nature/toxicslime002a_beneath" //?ndern? Zu Dunkel?
"$bumpframe" "0"
"$fogenable" 1
"$fogcolor" "{15 32 36}"
// "$fogcolor" "{22 47 53}"
"$fogstart" 1.00
"$fogend" 192.00
"$scroll1" "[.01 .01 .05]"
"$scroll2" "[-.015 .015 .015]"
"Proxies"
{
// "AnimatedTexture"
// {
// "animatedtexturevar" "$normalmap"
// "animatedtextureframenumvar" "$bumpframe"
// "animatedtextureframerate" 15.00
// }
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .01
"texturescrollangle" 25.00
}
"WaterLOD"
{
}
}
}
- If that doesn't work, try erasing the part:
"Water_DX80"
{
"$refractamount" ".2"
}
"Water_DX81"
{
"$refractamount" ".2"
}
Good luck.
I'm very sorry for not replying. I will take a look at the water textures again soon, but first I have to fix other things in my maps, since I released two of them lately and they're in priority now.
@TopHATTwaffle; Thank you very much for checking back!
Best Regards,
iSpectra