Breakable Glass not appearing ingame

Breakable Glass not appearing ingame

Re: Breakable Glass not appearing ingame Posted by French Toast on Sat Dec 17th 2005 at 4:17am
French Toast
3043 posts
Posted 2005-12-17 4:17am
3043 posts 304 snarkmarks 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 fishy on Sat Dec 17th 2005 at 1:04pm
fishy
2623 posts
Posted 2005-12-17 1:04pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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
Re: Breakable Glass not appearing ingame Posted by French Toast on Sat Dec 17th 2005 at 2:52pm
French Toast
3043 posts
Posted 2005-12-17 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
2623 posts
Posted 2005-12-17 3:19pm
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
French Toast
3043 posts
Posted 2005-12-17 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
2455 posts
Posted 2005-12-17 4:24pm
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
French Toast
3043 posts
Posted 2005-12-17 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.