Breakable Glass not appearing ingame
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Re: Breakable Glass not appearing ingame
Posted by French Toast on Sat Dec 17th at 4:17am 2005


So I decided to fire up Hammer to make some little dittys to play with bots, and I can't get me glass to work. I did it from memory, then redid it from Leps tutorial, neither of which worked. The glass just doesn't show up, there is noting where I put it. There are no leaks in the map, and I used the texture Lep said would work, so I don't know what's going on...

Any suggestions are appreciated.

On a side note, every time I compile and run the game, when I quit the game Hammer "experiences problems and needs to close"... any ideas?




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Re: Breakable Glass not appearing ingame
Posted by fishy on Sat Dec 17th at 1:04pm 2005


hammer closing if it's been open at the same time as hl2, is a bug that was intruduced with the same update that inverted the blend textures in hammer.

the -beta sdk deals with the hammer closing issue, but introduces some new ones. :/

it's impossible to say what the problem is with your glass, because you don't say how you made it, or even what mod it's for. the mod may not be important, but i'm under the impression that cs has different possibilities than hl2dm. i could be wrong about that though. you only left some clues, so that anyone interested enough could track down Lep's tut, and try to guess where you may have gone wrong.

here, try comparing the tut you used with a different tut.




i eat paint



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Re: Breakable Glass not appearing ingame
Posted by French Toast on Sat Dec 17th at 2:52pm 2005


It's for CS:S, and here's what I did;

Clipped a wall for the glass, and narrowed my clip part and covered it in nodraw.

Then I applied the office/wndwb (i think that's the name) texture that Lep said to one face.

I then made the block a func_breakable_surf and made all the properties relating to material glass.

That's it really, and I can't see the problem. Following the other tut I didn't add a cubemap, but I know I didn't have one before when the glass worked (month or two ago). I'm going to go back and use the texture that was used in the HL2world tut and get back to you.

EDIT: Nope, no luck. This is frustrating...




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Re: Breakable Glass not appearing ingame
Posted by fishy on Sat Dec 17th at 3:19pm 2005


are you sure there is no leak? it can be hard to spot in the compile log. try and load the pointfile in hammer. if it can't find one, then you know for certain it's leak-free.




i eat paint



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Re: Breakable Glass not appearing ingame
Posted by French Toast on Sat Dec 17th at 3:28pm 2005



** Executing...
** Command: "c:steamsteamappstheoden_kingsourcesdkbinvbsp.exe"
** Parameters: -game "c:steamsteamappstheoden_kingcounter-strike sourcecstrike" "C:SteamSteamAppstheoden_kingsourcesdk_contentcstrikemapsrcdivided1"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:steamsteamappstheoden_kingcounter-strike sourcecstrikematerials
Loading C:SteamSteamAppstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:SteamSteamAppstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (1) (173381 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (250938 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:SteamSteamAppstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:steamsteamappstheoden_kingsourcesdkbinvvis.exe"
** Parameters: -game "c:steamsteamappstheoden_kingcounter-strike sourcecstrike" "C:SteamSteamAppstheoden_kingsourcesdk_contentcstrikemapsrcdivided1"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:steamsteamappstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.bsp
reading c:steamsteamappstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.prt
192 portalclusters
594 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (10)
Optimized: 18 visible clusters (0.00%)
Total clusters visible: 31268
Average clusters visible: 162
Building PAS...
Average clusters audible: 192
visdatasize:10834 compressed from 9216
writing c:steamsteamappstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.bsp
11 seconds elapsed

** Executing...
** Command: "c:steamsteamappstheoden_kingsourcesdkbinvrad.exe"
** Parameters: -game "c:steamsteamappstheoden_kingcounter-strike sourcecstrike" "C:SteamSteamAppstheoden_kingsourcesdk_contentcstrikemapsrcdivided1"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:steamsteamappstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.bsp
835 faces
23723 square feet [3416172.75 square inches]
1 displacements
4103 square feet [590965.25 square inches]
835 patches before subdivision
3241 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 122362, max 132
transfer lists: 0.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0104 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 431/8192 5172/98304 ( 5.3%)
brushsides 2666/65536 21328/524288 ( 4.1%)
planes 694/65536 13880/1310720 ( 1.1%)
vertexes 1759/65536 21108/786432 ( 2.7%)
nodes 471/65536 15072/2097152 ( 0.7%)
texinfos 168/12288 12096/884736 ( 1.4%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 10794/0 10794/0 ( 0.0%)
faces 835/65536 46760/3670016 ( 1.3%)
origfaces 561/65536 31416/3670016 ( 0.9%)
leaves 482/65536 26992/3670016 ( 0.7%)
leaffaces 943/65536 1886/131072 ( 1.4%)
leafbrushes 596/65536 1192/131072 ( 0.9%)
surfedges 6480/512000 25920/2048000 ( 1.3%)
edges 3829/256000 15316/1024000 ( 1.5%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 107/32768 1070/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1773/65536 3546/131072 ( 2.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 91244/0 ( 0.0%)
visdata [variable] 10834/16777216 ( 0.1%)
entdata [variable] 4811/393216 ( 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] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 173381/4194304 ( 4.1%)
==== Total Win32 BSP file data space used: 551506 bytes ====

Linux Specific Data:
physicssurface [variable] 250938/6291456 ( 4.0%)
==== Total Linux BSP file data space used: 629063 bytes ====

Total triangle count: 2566
Writing c:steamsteamappstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:SteamSteamAppstheoden_kingsourcesdk_contentcstrikemapsrcdivided1.bsp" "c:steamsteamappstheoden_kingcounter-strike sourcecstrikemapsdivided1.bsp"

I'm not seeing a leak, and I can't find a pointfile to load.





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Re: Breakable Glass not appearing ingame
Posted by Andrei on Sat Dec 17th at 4:24pm 2005


I haven't read the tut you mentioned, but did it say anything about using the nodraw texture on all of the window's faces minus one? This might be the problem.




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Re: Breakable Glass not appearing ingame
Posted by French Toast on Sat Dec 17th at 6:06pm 2005


Yeah, I did that. Anyways, the problem is fixed even though I don't know what wasn't working.





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