Blue/Green textures not visible Created 16 years ago2007-12-10 21:24:55 UTC by veclast veclast

Created 16 years ago2007-12-10 21:24:55 UTC by veclast veclast

Posted 16 years ago2007-12-10 21:24:55 UTC Post #240535
I'm missing all the blue and green textures in any map I make in Hammer.
It's just black.

I even made two custom wad's of the same colors, and neither shows up either.

Anybody knows whats going on?
Posted 16 years ago2007-12-10 21:35:50 UTC Post #240536
Can you post a compile log of one of these maps? Could be helpful.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-12-10 23:01:06 UTC Post #240540
You checked the files in textures? I know it is a really noob error but it isn't like something that can't happen...
Posted 16 years ago2007-12-10 23:05:35 UTC Post #240542
Files in textures? What?

No seriously, we need a compile log
Posted 16 years ago2007-12-10 23:57:30 UTC Post #240548
Is your 3D view set to Textured?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 07:44:47 UTC Post #240615
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamsteamappsusernamehalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.map" "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: program filessteamsteamappsusernamehalf-lifevalvehalflife.wad
Using WAD File: program filessteamsteamappsusernamehalf-lifevalvepldecal.wad
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsexample.prt
0 seconds elapsed
I tampered with it, but you get the point.
@Tetsu0: Yes, and the texture is viewable there, though whenever I highlight it, it turns to black, which doesn't happen with any other texture.
Posted 16 years ago2007-12-11 09:04:00 UTC Post #240618
That could be an effect that happens, when you select it. So you can see it in hammer, can you see them in game?
Posted 16 years ago2007-12-11 10:00:40 UTC Post #240619
Thats the problem, I can't see them in-game.
Instead of blue and green, it's just black.

Though, any other texture shows up just fine.
Posted 16 years ago2007-12-11 10:52:57 UTC Post #240623
Why aren't Vis and Rad running?
Get zoner's compile tools - http://downloads.ammahls.com/zhlt/zhlt34f-src.zip - They're 400% better

So you have green and Blue textures. That are not showing up in the 3-d view in hammer? My only guesses could be
1) too many wad files loaded in options (you don't want more than eight, combine some)
2) Wrong directory for wad files ( i know you can browse for them, but you usually want them in the valve folder, or mod folder: cstrike, dod, etc)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 11:14:50 UTC Post #240626
I disabled Vis and Rad cause I didn't add light to the map yet, otherwise it's pitch black, it seems.

The textures do show up in 3d view, but if I highlight them, they turn black, while any other texture turns red.
This doesn't have much importance, but I thought it was a bit unusual.

I'm already running that compiler.

1)There are only two wad files.
I even tried using a single one, but no change.

2)All wad's are in the valve directory.
Posted 16 years ago2007-12-11 12:50:06 UTC Post #240631
It turns out I wasn't using that compiler after all, though I had it. My mistake.

Anyway, CSG gives me an error when I compile now.

--- BEGIN hlcsg ---
Command line: C:UsersADMINI~1MYDOCU~1NEWFOL~1ZHLT34~1hlcsg.exe "C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsc1"
Entering C:Program FilesSteamsteamappsusernamehalf-lifevalvemapsc1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

12 brushes (totalling 72 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Entity 212, Brush 3: outside world(+/-4096): (7182,-6960,-10000)(6960,7182,10000)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 212, Brush 3: outside world(+/-4096): (7182,-6960,-10000)(6960,7182,10000)
Error: Entity 212, Brush 3: outside world(+/-4096): (7182,-6960,-10000)(6960,7182,10000)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10036)(6976,7198,10036)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10036)(6976,7198,10036)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10036)(6976,7198,10036)
Error: Entity 212, Brush 3: outside world(+/-4096): (7214,-6992,-10032)(6992,7214,10032)
Error: Entity 212, Brush 3: outside world(+/-4096): (7214,-6992,-10032)(6992,7214,10032)
Error: Entity 212, Brush 3: outside world(+/-4096): (7214,-6992,-10032)(6992,7214,10032)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10018)(6976,7198,10018)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10018)(6976,7198,10018)
Error: Entity 212, Brush 3: outside world(+/-4096): (7198,-6976,-10018)(6976,7198,10018)
(4.30 seconds)

--- END hlcsg ---
Posted 16 years ago2007-12-11 13:32:33 UTC Post #240632
Bump! I sort of figured out the texture thing.

The GRATE texture has blue squares in it.
User posted image

When highlighted, no blue squares - neither in-game.
User posted image


So, how do I make blue visible?
Posted 16 years ago2007-12-11 13:40:42 UTC Post #240634
Okay. The blue texture means that the blue areas are sopossed to be transparent when viewed in-game.
When you compile and run the map, the blue squares will be black.
In order to make them transparent, you have to turn the brush into an entity, make it a func_wall. Render mode: solid Render FX: 255

And you have a brush outside world. This is not necessarily a leak, but there's a brush either too close to the edge of the grid, or off of it completley. you want to have your map as close to the center (X,Y,Z) origin of the grid as possible. Or else errors such as this:
Error: Entity <WHATEVER>, Brush <NUMBER>: outside world
can occur.

When you select things. They turn red. Darker colors tend to turn black. blue turns black. Red turns black, Sometimes even green. It just happens really. (in the texture application tool, you can tick the [hide mask] box to get rid of the highlight [mask] to better see the texture you're manipulating. Unfortunatley, i don't know a way to hide the mask using just the normal select tool)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 14:00:09 UTC Post #240636
Pure Red/Green/Blue are showed as black ingame, if you want them to be transparent just follow a { transparent texture tutorial, if you want them to be seen ingame make non pure colors qhen doing the texture. Example: 0 0 254 or 254 0 0
Posted 16 years ago2007-12-11 14:14:37 UTC Post #240637
its not color based, its the last color in the set of 256 colors that is transparent when using the solid rendermode. The color itself could be anything but the pure blue is notorious.
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-11 14:21:54 UTC Post #240643
Pure blue shows up black in game. I've had it happen to me as well, and as far as I know, there's nothing you can do about it.

Remake the texture with the blue 0 0 254 and try again.
Posted 16 years ago2007-12-11 14:31:21 UTC Post #240644
Pure Red/Green/Blue are showed as black ingame, if you want them to be transparent just follow a { transparent texture tutorial, if you want them to be seen ingame make non pure colors qhen doing the texture. Example: 0 0 254 or 254 0 0
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 14:55:53 UTC Post #240650
So, I tried what Tetsu0 and Spike said, and now look what happens when I try to open the map in HL:
User posted image
Posted 16 years ago2007-12-11 14:58:52 UTC Post #240651
But that's an error of aatrigger texture, not a problem of pure colors
Posted 16 years ago2007-12-11 15:12:54 UTC Post #240654
Nevermind! The outside of the map was covered in aatrigger's ...
Sorry about that.

Anyway, it didn't work. Looks like this now:
User posted image

Anymore ideas?
Posted 16 years ago2007-12-11 16:35:32 UTC Post #240656
Yeah. That means you're looking into the void. Did the compile say anything about a leak? seal that sucker up!

Entities cannot seal the map from the void. (Like a Func_wall) So make a brush, and cover up that hole.

Leaks are the arch nemesis of mappers. But with time, neat building techniques prevent leaks from starting.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 17:11:01 UTC Post #240667
Yup, the log does mention the leak:

SolidBSP [hull 0] 23 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 0,-448,-448)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 47 (0.02 seconds)
Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( 0,-448,-448)
SolidBSP [hull 2] 47 (0.02 seconds)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( 0,-448,-448)
SolidBSP [hull 3] 47 (0.05 seconds)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( 0,-448,-448)
0.48 seconds elapsed

I don't get it. It only shows this after I turned the blue brush into an entity, but it's inside the map, not at one of the edges. So how can that be a leak?
Posted 16 years ago2007-12-11 17:15:36 UTC Post #240668
Probably u turned the blue brush into func_wall, so it has faces out of the map, To fix it just turn the func_wall to world or cover the func_wall outter faces with solids.
Posted 16 years ago2007-12-11 18:07:48 UTC Post #240675
Ok, there's no leak anymore.

It appears that setting the blue entity(func_wall) Solid in Render Mode, makes it transparent no matter what.

What do I do about this?
Posted 16 years ago2007-12-11 18:34:02 UTC Post #240677
set fX amount 255 and rendermode solid as metioned before.
Posted 16 years ago2007-12-11 18:43:46 UTC Post #240678
Did that, and it's still transparent.
Posted 16 years ago2007-12-11 19:19:48 UTC Post #240684
The blue is supposed to be transparent.
You WANT the blue to show up?
I can't imagine why.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-11 19:39:43 UTC Post #240686
Make it a func_wall, Render Mode: Color, select the color u want in FX Color
Posted 16 years ago2007-12-11 19:57:41 UTC Post #240689
@Spike: Thank you very much, you've saved me the misery!

@Tetsu0: I need this for a map I'm making, but thanks anyway.
Posted 16 years ago2007-12-11 20:27:32 UTC Post #240691
EDIT: nevermind...
Posted 16 years ago2007-12-12 04:08:32 UTC Post #240720
Hmm. I guess i'll just have to wait and see the finished product then!
Good luck with the rest of your map!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 06:30:04 UTC Post #240724
its not color based, its the last color in the set of 256 colors that is transparent when using the solid rendermode. The color itself could be anything but the pure blue is notorious.
Wrong. The RGB values are 1 byte each, meaning the maximum value it can ever reach is 255. You are confusing it with memory values.
Posted 16 years ago2007-12-12 10:47:05 UTC Post #240736
No it's 256 man.
Zero is a value.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-12 12:04:37 UTC Post #240744
:)
Rimrook RimrookSince 2003
Posted 16 years ago2007-12-12 12:08:09 UTC Post #240745
Wrong. :pwned:
Posted 16 years ago2007-12-12 12:09:43 UTC Post #240746
Think total number of colors.
Rimrook RimrookSince 2003
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