Hazard Liquid Problems

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vinivite
49 Posts
Posted Nov 03, 2010
So well... I learned a lot of things on Hammer studying custom made maps and the original portal maps, and I think my map is going well, but now I'm tryng to put hazard liquid in a certain part, and, even after reading all tutorials I found on the wiki, and other web sites, I just can't figure out how to fix my problems:

  • When I jump on the liquid, I don't swim. I just fall in the liquid, just like it was a non-solid object (it's a func_brush, but I don't see anything diferent from the original portal maps!).

  • I can't add the effect of the green goo on the liquid... I just fall on the hazard and them I see everything normal, without that green "mist".

Thanks.

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Omnicoder
299 Posts
Posted Nov 03, 2010
Replied 1 hour later
Water cannot be tied to an entity, it must be left as a solid.
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msleeper
4,136 Posts
Admin
Posted Nov 03, 2010
Replied 3 hours later
Read the tutorials more closely, all of them tell you to have separate water and trigger_hurt entities.
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WinstonSmith
940 Posts
Posted Nov 03, 2010
Replied 11 minutes later
Also, the green mist is a particle effect. Place an info_particle_system over the water and check the VDC's Portal Particle List for the appropriate systems.
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msleeper
4,136 Posts
Admin
Posted Nov 04, 2010
Replied 1 hour later
They have an entire article, particle effect and differentation between water brush and trigger_hurt and all.
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vinivite
49 Posts
Posted Nov 08, 2010
Replied 4 days later
Thanks for the help guys, it worked perfectly (I'm lazy to put the green mist, but I'll try all particles later). But (??) other strange problem occured: when I load my map, mat_fullbright have 1 in value, and I can't put 0! I write mat_fullbright 0 and nothing works. I tried loading other custom maps, and they start with mat_fullbright 1 too, but I put 0 and it turn offs... and other thing: sometimes, when I render my map, it crashes without purpose, them I run the map again and it works sometimes... is this normal?
And finally: I made a door exactly how Valve made on Portal Single Player (not the rounded door, the square one (door2.mdl, if I'm not mistaken). I add a prop_dynamic, then I put a func_door inside it, make the func_door parent to the prop, put triggers to make it open, but when it was supposed to open, nothing happens. I just hear the sound of the door opening... I thought it was a problem involving the ceiling above the door; then I made it a func_brush, to make the door pass through the ceiling, and the map crashed when I loaded it... then I tried to make a hole in the ceiling, and the map crashed again... what I'm supposed to do to make the door open correctly? There's no leaks, and no problems when I check for problems.
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Omnicoder
299 Posts
Posted Nov 08, 2010
Replied 37 minutes later
You likely have leaks and didn't parent the door model to the door itself.
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Motanum
248 Posts
Posted Nov 09, 2010
Replied 9 hours later
mat_fullbright is considered a cheat.

So you need to type sv_cheats 1 and the mat_fullbright.

If you go from a fullbright map and then to a normal (Valve) map, full bright will stay on. and because you need sv_cheats 1 then you will not get achievements!

I think Omnicoder told you about your door

Avatar
vinivite
49 Posts
Posted Nov 09, 2010
Replied 5 hours later
Obviously I write sv_cheats 1 before using mat_fullbright... I'll check the door to see what's the problem...
And I don't have leaks... at least, no leaks are showed on the process window when I render my map... it's possible to my map have a leak even if the process window and the pointfile don't show me nothing?

EDIT:

Okay, my error on the door was kinda stupid... the func_door was parent to the prop, and the prop to the func_door... so now It's corrected and working, thanks Omnicoder.

But the mat_fullbright problem continues... andI think I have something useful to correct it. This is what appears on the process window when I run the map:

** Executing...
** Command: "c:\program files\steam\steamapps\vinivitesmw456\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\vinivitesmw456\portal\portal" "c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\vinivitesmw456\portal\portal\materials
Loading c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Could not locate 'GameData' key in c:\program files\steam\steamapps\vinivitesmw456\portal\portal\gameinfo.txt
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 (1)
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\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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) (59201 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 792 texinfos to 278
Reduced 76 texdatas to 55 (3791 bytes to 2877)
Writing c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\vinivitesmw456\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\vinivitesmw456\portal\portal" "c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.bsp
reading c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.prt
 359 portalclusters
1156 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 (10)
Optimized: 357 visible clusters (0.00%)
Total clusters visible: 41782
Average clusters visible: 116
Building PAS...
Average clusters audible: 288
visdatasize:33899  compressed from 34464
writing c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.bsp
10 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\vinivitesmw456\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\vinivitesmw456\portal\portal" "c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
663 faces
79681 square feet [11474183.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
663 patches before subdivision
3827 patches after subdivision
91 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 213253, max 313
transfer lists:   1.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(12354, 9266, 7021)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #2 added RGB(2680, 2363, 1861)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(730, 749, 610)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(239, 272, 225)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(89, 107, 88)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(36, 44, 35)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #7 added RGB(15, 18, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(6, 8, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(3, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #10 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #11 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0019 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
65 of 73 (89% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                166/8192         1992/98304    ( 2.0%) 
brushsides            1104/65536        8832/524288   ( 1.7%) 
planes                 906/65536       18120/1310720  ( 1.4%) 
vertexes              1642/65536       19704/786432   ( 2.5%) 
nodes                  761/65536       24352/2097152  ( 1.2%) 
texinfos               278/12288       20016/884736   ( 2.3%) 
texdata                 55/2048         1760/65536    ( 2.7%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                  663/65536       37128/3670016  ( 1.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              388/65536       21728/3670016  ( 0.6%) 
leaves                 768/65536       24576/2097152  ( 1.2%) 
leaffaces              936/65536        1872/131072   ( 1.4%) 
leafbrushes            653/65536        1306/131072   ( 1.0%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             4820/512000      19280/2048000  ( 0.9%) 
edges                 3094/256000      12376/1024000  ( 1.2%) 
LDR worldlights         91/8192         8008/720896   ( 1.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            102/32768        1020/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1725/65536        3450/131072   ( 2.6%) 
cubemapsamples           8/1024          128/16384    ( 0.8%) 
overlays                 2/512           704/180224   ( 0.4%) 
LDR lightdata         [variable]      309140/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       33899/16777216 ( 0.2%) 
entdata               [variable]       11030/393216   ( 2.8%) 
LDR ambient table      768/65536        3072/262144   ( 1.2%) 
HDR ambient table      768/65536        3072/262144   ( 1.2%) 
LDR leaf ambient      3375/65536       94500/1835008  ( 5.1%) 
HDR leaf ambient       768/65536       21504/1835008  ( 1.2%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/804      ( 0.1%) 
pakfile               [variable]      969268/0        ( 0.0%) 
physics               [variable]       59201/4194304  ( 1.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1922
Writing c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.bsp
13 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.bsp
Setting up ray-trace acceleration structure... 
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite contest entry\vinivite_contest_enter.bsp" "c:\program files\steam\steamapps\vinivitesmw456\portal\portal\maps\vinivite_contest_enter.bsp"

"ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist"

What this mean?

EDIT?:

Well, very strange... I run the map once again and suddenly everything worked fine. :neutral: mat_fullbright can be 0 now in my map... so thanks everyone for the help!

Avatar
Omnicoder
299 Posts
Posted Nov 09, 2010
Replied 5 hours later

Quote:
"ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist"

These aren't a problem and will always appear. Anyway glad it's working.

Avatar
p0rtalplayer
1,366 Posts
Posted Nov 09, 2010
Replied 1 hour later
The problem: VRAD didn't compile your lighting for whatever reason. As such, you can't tell your level to be lit properly because it has no lighting data to draw on

The solution: you obviously got it solved, but the solution would've been to fix whatever was stopping the compile so that VRAD could run.

Also, mat_fullbright is not a cheat.

Avatar
Omnicoder
299 Posts
Posted Nov 09, 2010
Replied 1 hour later

p0rtalplayer wrote:
Also, mat_fullbright is not a cheat.

mat_fullbright is a cheat, actually.

Avatar
hanging_rope
435 Posts
Posted Nov 10, 2010
Replied 5 hours later

http://developer.valvesoftware.com/wiki ... e_commands
Yes it is. I never realised that.

Avatar
vinivite
49 Posts
Posted Nov 10, 2010
Replied 15 hours later
Soemthing's very strange with my games or with my Hammer... after I realised that everything was working correctly, I adderd more rooms on my map and then everytime I run my map it crashes when I load the map on Portal... I don't know what to do! I already tried to delete the stuff I added on my map before it started to crash, but didn't work!
>:C
Avatar
Omnicoder
299 Posts
Posted Nov 10, 2010
Replied 30 minutes later
Do a binary cordon search of your map until you locate the offending sector.
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vinivite
49 Posts
Posted Nov 10, 2010
Replied 2 hours later
How I do this...?
Avatar
Omnicoder
299 Posts
Posted Nov 10, 2010
Replied 47 minutes later
Cordon off halves until you find the problem area.
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vinivite
49 Posts
Posted Nov 25, 2010
Replied 14 days later
Okay, fixed all problems, but now I have a curiosity for my future mod: I'm trying to insert custom scenes on it, but tthe subtitles never appear! I already made all the files need to it... but I can't understand! What exactly I must do for the subtitles problem?
Avatar
WinstonSmith
940 Posts
Posted Nov 25, 2010
Replied 9 minutes later

vinivite wrote:
Okay, fixed all problems, but now I have a curiosity for my future mod: I'm trying to insert custom scenes on it, but tthe subtitles never appear! I already made all the files need to it... but I can't understand! What exactly I must do for the subtitles problem?

If I'm correct, I believe you need to make a custom captions file and convert it to a DAT file with a built-in utility.

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vinivite
49 Posts
Posted Nov 25, 2010
Replied 1 hour later
What build-in utility? I already made the custom caption file.