Hazard Liquid 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.
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.
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
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.
mat_fullbright can be 0 now in my map... so thanks everyone for the help!
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.
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.
p0rtalplayer wrote:
Also, mat_fullbright is not a cheat.
mat_fullbright is a cheat, actually.
http://developer.valvesoftware.com/wiki ... e_commands
Yes it is. I never realised that.
>:C
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.