Re: floating grass sprites
Posted by Beetle on
Sat May 5th 2007 at 11:01pm
Posted
2007-05-05 11:01pm
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 Beetle on
Sun May 6th 2007 at 7:14am
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
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 Beetle on
Tue May 8th 2007 at 12:29am
Posted
2007-05-08 12:29am
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
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.