floating grass sprites

floating grass sprites

Re: floating grass sprites Posted by Beetle on Sat May 5th 2007 at 12:35am
Beetle
54 posts
Posted 2007-05-05 12:35am
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I looked for various answers to my problem and could n''t find any.

http://i36.photobucket.com/albums/e3/tfcbeetle/ff_thecove0009.jpg

All the grass sprites are floating over top my grass texture. Any ideas on how to fix this? Thanks

edit:I didn't put my compile log b/c there are no errors in it.
Re: floating grass sprites Posted by omegaslayer on Sat May 5th 2007 at 4:47am
omegaslayer
2481 posts
Posted 2007-05-05 4:47am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Post a picture?
Posting And You
Re: floating grass sprites Posted by Beetle on Sat May 5th 2007 at 6:36am
Beetle
54 posts
Posted 2007-05-05 6:36am
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
Well I posted a link to a picture but I guess if you really want one on the forums User posted image

PS, this isn't with every map. Ive got it to work correctly before without doing anything different on purpose.
Re: floating grass sprites Posted by omegaslayer on Sat May 5th 2007 at 5:00pm
omegaslayer
2481 posts
Posted 2007-05-05 5:00pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Sorry alls I saw was:
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I looked for various answers to my problem and could n''t find any.

http://i36.photobucket.com/albums/e3/tfcbeetle/ff_thecove0009.jpg

All the grass sprites are floating over top my grass texture. Any ideas on how to fix this? Thanks

in your first post - upon examination I see a photobucket link sorry :sad: .

Okay I have no idea what that is. Few suggestions:
change the displacement texture.
mess around with the alpha of it.
and if all else fails post your compile log =P.
Posting And You
Re: floating grass sprites Posted by Stadric on Sat May 5th 2007 at 9:11pm
Stadric
848 posts
Posted 2007-05-05 9:11pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Which texture are you using?
Those grass sprites don't look like the normal ones, are they custom, or are your performance settings low?
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: floating grass sprites Posted by Beetle on Sat May 5th 2007 at 11:01pm
Beetle
54 posts
Posted 2007-05-05 11:01pm
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
Its the only blendsandgrass i could find and my texture quality is on highest.

but i do know what you mean. it should have the taller grass along with it, but it doesn't.
Re: floating grass sprites Posted by Riven on Sun May 6th 2007 at 3:24am
Riven
1640 posts
Posted 2007-05-06 3:24am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Hmm, those cliff textures look custom; is this a mod your working in, or are you just using custom textures?
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: floating grass sprites Posted by Beetle on Sun May 6th 2007 at 7:14am
Beetle
54 posts
Posted 2007-05-06 7:14am
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
The cliff in the background is custom, but that's the only thing that is
Re: floating grass sprites Posted by Beetle on Mon May 7th 2007 at 6:19pm
Beetle
54 posts
Posted 2007-05-07 6:19pm
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
Okay, so I'm about to pull my hair out with this problem. All I have
left to do, as far as I know, is reinstall. I'm trying to avoid this.
Here's my compile log. Its not perfect, but I don't see anything that's
related to my problem.

** Executing...
** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\*\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\*\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.vmf
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 (0)
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\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (50915 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 374 texinfos to 280
Reduced 46 texdatas to 39 (1283 bytes to 1091)
Writing C:\Program Files\Steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\*\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\program files\steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.bsp
reading c:\program files\steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.prt
305 portalclusters
1026 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 (62)
Optimized: 167 visible clusters (0.00%)
Total clusters visible: 58830
Average clusters visible: 192
Building PAS...
Average clusters audible: 305
visdatasize:26018 compressed from 24400
writing c:\program files\steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.bsp
1 minute, 2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\*\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.bsp
1136 faces
231689 square feet [33363278.00 square inches]
149 displacements
57759 square feet [8317344.00 square inches]
1136 patches before subdivision
22341 patches after subdivision
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (81)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (34)
transfers 1382523, max 385
transfer lists: 10.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(147684, 133534, 92621)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23596, 19775, 11516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4832, 3675, 1681)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1160, 830, 317)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(271, 176, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(72, 44, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(18, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0139 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 123/8192 1476/98304 ( 1.5%)
brushsides 1142/65536 9136/524288 ( 1.7%)
planes 1282/65536 25640/1310720 ( 2.0%)
vertexes 1954/65536 23448/786432 ( 3.0%)
nodes 519/65536 16608/2097152 ( 0.8%)
texinfos 280/12288 20160/884736 ( 2.3%)
texdata 39/2048 1248/65536 ( 1.9%)
dispinfos 149/0 26224/0 ( 0.0%)
disp_verts 13525/0 270500/0 ( 0.0%)
disp_tris 21760/0 43520/0 ( 0.0%)
disp_lmsamples 164444/0 164444/0 ( 0.0%)
faces 1136/65536 63616/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 607/65536 33992/3670016 ( 0.9%)
leaves 522/65536 16704/2097152 ( 0.8%)
leaffaces 1158/65536 2316/131072 ( 1.8%)
leafbrushes 395/65536 790/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7809/512000 31236/2048000 ( 1.5%)
edges 4489/256000 17956/1024000 ( 1.8%)
LDR worldlights 7/8192 616/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 78/32768 780/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1257/65536 2514/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 594160/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 26018/16777216 ( 0.2%)
entdata [variable] 5586/393216 ( 1.4%)
LDR leaf ambient 522/65536 12528/1572864 ( 0.8%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/56076 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/4332 ( 0.0%)
pakfile [variable] 10324/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 50915/4194304 ( 1.2%)

Total Win32 BSP file data space used: 1473275 bytes

Total triangle count: 3025
Writing c:\program files\steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.bsp
2 minutes, 0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\*\sourcesdk_content\hl2mp\mapsrc\ff_thecove.bsp" "c:\program files\steam\steamapps\*\half-life 2 deathmatch\hl2mp\maps\ff_thecove.bsp"
Re: floating grass sprites Posted by Riven on Mon May 7th 2007 at 7:05pm
Riven
1640 posts
Posted 2007-05-07 7:05pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
-What graphics card do you have and are you up-to-date with the drivers?

-Have you tried deleting those displacements or re-painting them with a different texture?

-are there other displacements in the map with different textures and working grass sprites, if not try that?

-What else have you observed?

I also saw this in your compile log:
Beetle said:
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
I'm really not sure what's causing this... Maybe we'll figure this out.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: floating grass sprites Posted by Beetle on Tue May 8th 2007 at 12:29am
Beetle
54 posts
Posted 2007-05-08 12:29am
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
Ive had that error before. It means that too many sides of a displacemnt are touching too many sides of another displacemnt surface.

As for the grass, its just at a certain point when all this started happening. its wit hany bledn texture that has sprites. :sad:
Re: floating grass sprites Posted by Beetle on Thu May 10th 2007 at 8:58pm
Beetle
54 posts
Posted 2007-05-10 8:58pm
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
I guess we should mare this as "solved." I don't know for sure, but I think the problem was carelessly importing textures/props from other mods without checking to make sure every thing matched up. The best guess is that I was stupid and wrote over some things I shouldn't. I reinstalled Steam and everything works now. Sorry, and thanks for the help.