prop_static & water problems

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iSpectra
49 Posts
Posted Feb 10, 2013
Hi,

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

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Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 28 minutes later

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?

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iSpectra
49 Posts
Posted Feb 10, 2013
Replied 36 minutes later
The texture I'm using is a custom water texture by TopHATwaffle. I attached the .vmt.
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Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 21 minutes later

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?

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FelixGriffin
2,680 Posts
Posted Feb 10, 2013
Replied 3 hours later
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.
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iSpectra
49 Posts
Posted Feb 10, 2013
Replied 15 minutes later
@Lpfreaky90; I don't have all of them (e.g. the "dev" folder). But this textures works very well in another level I made as you can see in the screenshot. I tried to change the water-texture to a default one, but that results in the same glitch.

@FelixGriffin; Yeah I just noticed that too. The turret skeleton for example, only works with "prop_dynamic_override".

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Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 20 minutes later

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...

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FelixGriffin
2,680 Posts
Posted Feb 10, 2013
Replied 3 hours later
They are? I thought anything with physics, even motion disabled, would be more expensive than a dynamic.
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josepezdj
2,386 Posts
Posted Feb 11, 2013
Replied 15 hours later

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 :wink:

"_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).

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iSpectra
49 Posts
Posted Mar 09, 2013
Replied 26 days later
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".
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RectorRocks
522 Posts
Posted Mar 09, 2013
Replied 13 minutes later

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

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iSpectra
49 Posts
Posted Mar 09, 2013
Replied 8 minutes later
Okay, thank you. I'll implement that and check if the custom textures will work afterwards.
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Lpfreaky90
2,842 Posts
Posted Mar 10, 2013
Replied 4 hours later

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 :razz:)

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RectorRocks
522 Posts
Posted Mar 10, 2013
Replied 6 minutes later

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 :razz:)

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 :smile:
Haha, I didn't change the settings of the lod control too :razz:

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josepezdj
2,386 Posts
Posted Mar 10, 2013
Replied 2 hours later

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:

  1. 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" "$bumptransform"
         "texturescrollrate" .01
         "texturescrollangle" 25.00
      }
      "WaterLOD"
      {
      }
   }
}
  1. If that doesn't work, try erasing the part:
   "Water_DX80"
   {
      "$refractamount" ".2"
   }
   "Water_DX81"
   {
      "$refractamount" ".2"
   }

Good luck.

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TopHATTwaffle
113 Posts
Posted Mar 11, 2013
Replied 1 day later
Just checking in to make sure the water issue was resolved. If not, let me know. I believe I know what the issue is. They can be quite a pain to get working, and I did my best to make them work for all games, but sadly Portal 2 was not released when I made that package.
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iSpectra
49 Posts
Posted Mar 26, 2013
Replied 15 days later
Hi guys,

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