Re: Breakable Glass not appearing ingame
Posted by French Toast on
Sat Dec 17th 2005 at 4:17am
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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
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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
member
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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
member
2455 posts
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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.