Forum posts

Posted 19 years ago2005-03-12 13:04:03 UTC
in still no cubemaps! need help! Post #96493
my computer specs:

P4 northwood2 2.53Ghz @ 2.79Ghz
1024Mb ddr 3200 ram
Geforce FX5900 xt 128Mb ram (supports DX 9.0)

enough info I guess...
Posted 19 years ago2005-02-23 09:14:30 UTC
in still no cubemaps! need help! Post #92781
: But "impulse 81" doesn?t work (look 4 posts up)
And I did just reinstall, last weekend!

The only good thing so far, is that breakable_surf works now
Posted 19 years ago2005-02-22 12:36:46 UTC
in still no cubemaps! need help! Post #92562
OK RabidMonkey777 that's a suggestion, you only forgot the "how" part ;)

BTW. I can't get the "impulse 81" command to work either, it gives me this error
] impulse 81
Error reading weapon data file for: weapon_cubemap
Error reading weapon data file for: weapon_cubemap

AND! in addition to the missing "__gui texture 0.vtf" now it also needs "__gui texture 1.vtf"

Telling ya, I'm about to go MAD :nuts:
Posted 19 years ago2005-02-21 17:57:33 UTC
in still no cubemaps! need help! Post #92342
Thanks a mill ;) , but the line? Do you mean the double underscore "__" ?
I copied the name from the console!
Posted 19 years ago2005-02-21 17:01:39 UTC
in still no cubemaps! need help! Post #92306
I still haven't got my cubemaps to work :zonked:
Here is the error once again for you who don't know what's the case

Signon traffic "CLIENT": incoming 14.707 Kb, outgoing 1.014 Kb
Scoring will not start until both teams have players
] buildcubemaps
bounce: 1/1 sample: 1/6
bounce: 1/1 sample: 2/6
bounce: 1/1 sample: 3/6
bounce: 1/1 sample: 4/6
bounce: 1/1 sample: 5/6
bounce: 1/1 sample: 6/6
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
"materials/__gui texture 0.vtf": can't be found on disk
Material "debug/debuglightmap":
No render states in shader "LightmappedGeneric_NoBump_DX8"
Material "debug/debuglightmapzbuffer":
No render states in shader "LightmappedGeneric_NoBump_DX8"
"materials/__gui texture 0.vtf": can't be found on disk
"materials/__gui texture 0.vtf": can't be found on disk

Those missing textures, can I make them my self as empty files?
Since last time I whined about this, I've completely removed and reinstalled steam, just to rule out me having fucked up something :nuts:
And that "No render states in shader "LightmappedGeneric_NoBump_DX8" error, somebody must have had the same experience!
Anyhow if one of you guy's would be so kind as to send me a copy of "__gui texture 0.vtf" to nemathuske@msn.com I will bounce like a happy little baby :P
Posted 19 years ago2005-02-11 16:36:59 UTC
in cubemap's don't work!!! Post #89727
My GFX does support DX 9.0, my current version is 9.0c I believe, but does that matter?
Posted 19 years ago2005-02-04 05:51:57 UTC
in Can displacement be illusionary? Post #88082
Ok so I tried out a model tutorial yesterday, using 3DS max and a script for .SMD exporting. OMG! first of all, I couldn?t make it work :confused:
and what really got to me is the huge amount of files and folders you've have to make all around in your steam folder in order to make the simplest of models.
Is it not possible to avoid that? and make props simple, easy and fast :)
Posted 19 years ago2005-02-03 06:25:32 UTC
in Can displacement be illusionary? Post #87899
I'm thinking about making a park themed map, and I need to make some bushes that will work as walls. The thing is, the bushes look a lot nicer if I apply displacement and noise them, but it also makes them "solid" meaning you can't walk thru them, and since you can't make brushes with displacement into i.e. func_illusionary or any other entity, I was wondering if somebody got any suggestions? :
Posted 19 years ago2005-02-03 06:07:23 UTC
in No draw Post #87897
I use the "nodraw" texture on everything. After I've made a brush I apply "nodraw" to it, and only apply other textures to the sides/polys that are visible from inside the map, maybe this is a bit over the top, but that way I'm sure not to have the engine draw poly?s that can't be seen anyway.
Maybe I'm completely off, but isn?t "nodraw" the replacement for the "bevel" texture from older versions of hammer?
Posted 19 years ago2005-02-03 05:30:45 UTC
in cubemap's don't work!!! Post #87894
I'm pretty sure you have to place cubemaps if you want the engine to make those cool reflections in walls and floors.
The "buildcubemaps" command is not needed to make reflections, but without it, I think the engine completely ignores how your map looks, and build all reflections based on the sky bag ground you use (in my case sky_wasteland02) please correct me if I'm wrong.
On how to place them around your map, I'd suggest you open de_cbble which comes with the SDK and tjcek out how them pro?s did it. :)
Anyways doesn?t anyone know what this means?

Material "debug/debuglightmap":
No render states in shader "LightmappedGeneric_DX8"
Material "debug/debuglightmapzbuffer":
No render states in shader "LightmappedGeneric_DX8"

Another thing I was told in a different forum yesterday to use "impulse 80"(81) command in the console for testing cubemaps, anyone got some more detail on that?
Posted 19 years ago2005-02-02 04:41:55 UTC
in cubemap's don't work!!! Post #87654
Okay thanks for explaining how it all works, but it don't really help to solve my problem. It's not that I forgot to place cubemaps in the map, I don't think i could have run the "buildcubemaps" command at all if I hadn't. It looks to me like the problem has something to do with an directX driver or something like that, thou I'm not sure, but I'm pretty sure it's not my GFX (FX5900) that doesn?t support pixel shaders.
Kasperg said they for some reason don't work for all of us. Well how does everyone make them work? ;)
Posted 19 years ago2005-02-01 11:16:06 UTC
in cubemap's don't work!!! Post #87457
I posted this in an earlier topic "light screwup" but no one seems to notice.

Anyways when I run buildcubemaps in the console I get this message.

] building_cubemaps 1
] buildcubemaps
bounce: 1/1 sample: 1/12
bounce: 1/1 sample: 2/12
bounce: 1/1 sample: 3/12
bounce: 1/1 sample: 4/12
bounce: 1/1 sample: 5/12
bounce: 1/1 sample: 6/12
bounce: 1/1 sample: 7/12
bounce: 1/1 sample: 8/12
bounce: 1/1 sample: 9/12
bounce: 1/1 sample: 10/12
bounce: 1/1 sample: 11/12
bounce: 1/1 sample: 12/12
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Material "debug/debuglightmap":
No render states in shader "LightmappedGeneric_DX8"
Material "debug/debuglightmapzbuffer":
No render states in shader "LightmappedGeneric_DX8"

Does anyone know what that's about?
Posted 19 years ago2005-01-31 12:23:57 UTC
in light screwup Post #87262
UPS I forgot to buildcubemaps :nuts:
but but but, when I do this S*** turns up on the screen!

] building_cubemaps 1
] buildcubemaps
bounce: 1/1 sample: 1/12
bounce: 1/1 sample: 2/12
bounce: 1/1 sample: 3/12
bounce: 1/1 sample: 4/12
bounce: 1/1 sample: 5/12
bounce: 1/1 sample: 6/12
bounce: 1/1 sample: 7/12
bounce: 1/1 sample: 8/12
bounce: 1/1 sample: 9/12
bounce: 1/1 sample: 10/12
bounce: 1/1 sample: 11/12
bounce: 1/1 sample: 12/12
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Material "debug/debuglightmap":
No render states in shader "LightmappedGeneric_DX8"
Material "debug/debuglightmapzbuffer":
No render states in shader "LightmappedGeneric_DX8"

Does anyone know what that's about?
Posted 19 years ago2005-01-30 22:38:18 UTC
in light screwup Post #87124
BTW On surfaces with the same problem, the light from guns tends to slowly fade away, instead of the "normal" rapid FLASH! :|
Posted 19 years ago2005-01-30 22:26:25 UTC
in light screwup Post #87118
Oi folks

First of, please excuse my French

It might not look like much, but the surfaces on which the arrows point, shifts violently in the amount of light applied to them when I move just a few units.
The same thing often happens on various concrete, metal and wood textures, my own guess is that it has something to do with the cubemaps, if that or what ever is the case, how do I fix it? :
User posted image