Alpha texturs not showing up Created 19 years ago2005-11-24 16:32:13 UTC by pepper pepper

Created 19 years ago2005-11-24 16:32:13 UTC by pepper pepper

Posted 19 years ago2005-11-24 16:32:13 UTC Post #148845
Well, each time i get my hands on source mapping one thing needs to go wrong, and it seems alpha textures hunt me down till the bitter end.

I create a couple of displacements, sew them together and paint the surfaces and alpha's. Then i seal of the map with no draw brushes, im sure there is not leak in the map, i add a start, a light, and a model. So far so good with no errors, happily i compile with vis and rad on fast, no alpha's show up, not worried yet since i might need to use em both on ful. After that i tryed serval other combinations with no luck whatsoever. Eventualy i ended up searching serval forums with no correct answer to me. I tryed all i could possibly do with the cuncurrent knowledge of the situation. So hereby i include a compile log hoping it will reveal a proper answer to my question wich is boggling my mind.

[b]
** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvbsp.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1"

Valve Software - vbsp.exe (Nov 17 2005)
1 threads
materialPath: f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2materials
Loading F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.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 F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (0) (39989 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (117827 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 44 texinfos to 16
Reduced 8 texdatas to 7 (250 bytes to 187)
Writing F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvvis.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1"

Valve Software - vvis.exe (Sep 7 2005)
1 threads
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
reading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.prt
24 portalclusters
48 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 552
Average clusters visible: 23
Building PAS...
Average clusters audible: 24
visdatasize:340 compressed from 384
writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
0 seconds elapsed

** Executing...
** Command: "f:valvesteamsteamappscasdewit@xs4all.nlsourcesdkbinvrad.exe"
** Parameters: -game "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2" "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1"

Valve Software - vrad.exe SSE (Nov 9 2005)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
73 faces
22556 square feet [3248128.00 square inches]
4 displacements
13534 square feet [1948943.75 square inches]
73 patches before subdivision
3007 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 185803, max 276
transfer lists: 1.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(778, 280, 121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(71, 24, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0052 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 1/1024 48/49152 ( 0.1%)
brushes 16/8192 192/98304 ( 0.2%)
brushsides 96/65536 768/524288 ( 0.1%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 123/65536 1476/786432 ( 0.2%)
nodes 63/65536 2016/2097152 ( 0.1%)
texinfos 16/12288 1152/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 27232/0 27232/0 ( 0.0%)
faces 73/65536 4088/3670016 ( 0.1%)
origfaces 20/65536 1120/3670016 ( 0.0%)
leaves 65/65536 2080/2097152 ( 0.1%)
leaffaces 73/65536 146/131072 ( 0.1%)
leafbrushes 95/65536 190/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 401/512000 1604/2048000 ( 0.1%)
edges 258/256000 1032/1024000 ( 0.1%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27/65536 54/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 165456/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 340/16777216 ( 0.0%)
entdata [variable] 663/393216 ( 0.2%)
LDR leaf ambient 65/65536 1560/1572864 ( 0.1%)
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] 1/12 ( 8.3%)
static props [variable] 1/210 ( 0.5%)
pakfile [variable] 15058/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 39989/4194304 ( 1.0%)

Total Win32 BSP file data space used: 276518 bytes

Linux Specific Data:
physicssurface [variable] 117827/6291456 ( 1.9%)

Total Linux BSP file data space used: 354356 bytes

XBox Specific Data:
lightmap pages [variable] 0/0 ( 0.0%)
lightmap infos [variable] 0/0 ( 0.0%)

Total XBox BSP file data space used: 236529 bytes

Total triangle count: 175
Writing f:valvesteamsteamappscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:ValveSteamSteamAppscasdewit@xs4all.nlsourcesdk_contenthl2mapsrccompetition 18comp1.bsp" "f:valvesteamsteamappscasdewit@xs4all.nlhalf-life 2hl2mapscomp1.bsp"
[/b]
Posted 19 years ago2005-11-24 16:46:39 UTC Post #148850
You compiled with HDR on by the way so turn that off and try, I believe this is a bug going around which can't be solved supposedly...

I read up on it somewhere on Snarkpit, i'll try to find some info.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-11-24 16:51:30 UTC Post #148851
I cant recall using HDR when compiling, il check it though. Il get back on that in a sec.

EDIT:

Nop, all the same, as i was afraid it would. Any other suggestions?
Posted 19 years ago2005-11-24 18:14:26 UTC Post #148858
I discovered that the alpha's are showing up, but there inverted with how they look in the editor.
Posted 19 years ago2005-11-24 18:22:30 UTC Post #148859
It's a known issue that's not fixable at the moment =[
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-11-24 18:46:57 UTC Post #148871
Ah, i thought it might have been because im using the new beta sdk. Already found a couple of new bugs that i'l report to valve tommorow.
Posted 19 years ago2005-11-24 19:28:42 UTC Post #148874
I also noticed a lot of people:

Hunter
Madcow
(Alex) You won't know this guy

They're Hammer has stopped working, say's missing a file or something...
Works fine for me however :D
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-11-25 09:57:34 UTC Post #148996
If it stops working then i would redownload all of the content. Should be easy through steam.
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