 
                                
                    
                        Re: Breakable Glass not appearing ingame
                        Posted by French Toast on 
    Sat Dec 17th 2005 at 4:17am
                     
                    
                 
                
            
            
                
    
            3043 posts
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        Registered: 
    Jan 16th 2005
                    Occupation: Kicking Ass
                            Location: Canada
             
                
                        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?
                                    
             
        
            
            
                                     
                                
                    
                        Re: Breakable Glass not appearing ingame
                        Posted by French Toast on 
    Sat Dec 17th 2005 at 2:52pm
                     
                    
                 
                
            
            
                
    
            3043 posts
        304 snarkmarks
        Registered: 
    Jan 16th 2005
                    Occupation: Kicking Ass
                            Location: Canada
             
                
                        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...
                                    
             
        
            
            
                                     
                                
                    
                        Re: Breakable Glass not appearing ingame
                        Posted by fishy on 
    Sat Dec 17th 2005 at 3:19pm
                     
                    
                 
                
            
            
                
    
                    
                             fishy
                            fishy
            
                        member
     
            2623 posts
        1476 snarkmarks
        Registered: 
    Sep 7th 2003
                            Location: glasgow
             
                
                        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
                                    
             
        
            
            
                                     
                                
                    
                        Re: Breakable Glass not appearing ingame
                        Posted by French Toast on 
    Sat Dec 17th 2005 at 3:28pm
                     
                    
                 
                
            
            
                
    
            3043 posts
        304 snarkmarks
        Registered: 
    Jan 16th 2005
                    Occupation: Kicking Ass
                            Location: Canada
             
                
                        ** Executing...
** Command: "c:\steam\steamapps\theoden_king\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\steam\steamapps\theoden_king\counter-strike
source\cstrike"
"C:\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\steam\steamapps\theoden_king\counter-strike source\cstrike\materials
Loading C:\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.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:\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.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:\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:\steam\steamapps\theoden_king\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\steam\steamapps\theoden_king\counter-strike
source\cstrike"
"C:\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.bsp
reading c:\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.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:\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.bsp
11 seconds elapsed
** Executing...
** Command: "c:\steam\steamapps\theoden_king\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\steam\steamapps\theoden_king\counter-strike
source\cstrike"
"C:\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1"
Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.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:\steam\steamapps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters:
"C:\Steam\SteamApps\theoden_king\sourcesdk_content\cstrike\mapsrc\divided1.bsp"
"c:\steam\steamapps\theoden_king\counter-strike
source\cstrike\maps\divided1.bsp"
I'm not seeing a leak, and I can't find a pointfile to load.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Breakable Glass not appearing ingame
                        Posted by Andrei on 
    Sat Dec 17th 2005 at 4:24pm
                     
                    
                 
                
            
            
                
    
                    
                             Andrei
                            Andrei
            
                        member
     
            2455 posts
        1248 snarkmarks
        Registered: 
    Sep 15th 2003
                            Location: Bucharest, Romania
             
                
                        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.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Breakable Glass not appearing ingame
                        Posted by French Toast on 
    Sat Dec 17th 2005 at 6:06pm
                     
                    
                 
                
            
            
                
    
            3043 posts
        304 snarkmarks
        Registered: 
    Jan 16th 2005
                    Occupation: Kicking Ass
                            Location: Canada
             
                
                        Yeah, I did that.  Anyways, the problem is fixed even though I don't know what wasn't working.