Alpha Textures Created 19 years ago2005-03-07 13:03:54 UTC by blackravent blackravent

Created 19 years ago2005-03-07 13:03:54 UTC by blackravent blackravent

Posted 19 years ago2005-03-07 13:03:54 UTC Post #95653
I have a displacement with rockgrass blend on it I have textured it with the alpha but once I compile (yes running everything properly) It only shows one part of the texture does anyone know how I can solve this?
blackravent...
Posted 19 years ago2005-03-07 14:51:38 UTC Post #95679
Make sure you run a full compile. Dismap alphas are weird in that they don't display sometimes if VIS/RAD don't run.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-07 16:13:54 UTC Post #95714
Yes thats what I said in the original post I am running a full compile with valve tools everything is fine except for that.
Posted 19 years ago2005-03-07 18:36:55 UTC Post #95737
Why did you make a new thread then?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-08 04:53:38 UTC Post #95807
I havn't. I just mean the post at the top of this topic.
Posted 19 years ago2005-03-08 05:20:15 UTC Post #95811
Check your BSP log then, make sure it's not interrupted. Sometimes tiny errors set it off.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-08 12:49:45 UTC Post #95874
** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.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 (1)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_07...
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 (0) (79083 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (246948 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.
Writing C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
reading c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.prt
65 portalclusters
152 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4225
Average clusters visible: 65
Building PAS...
Average clusters audible: 65
visdatasize:1694 compressed from 2080
writing c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
1 second elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsblackraventsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2" "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress"

Valve Software - vrad.exe (Jan 18 2005)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
310 faces
949252 square feet [136692320.00 square inches]
6 displacements
1779877 square feet [256302384.00 square inches]
310 patches before subdivision
14128 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (105)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 300206, max 164
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3842, 3402, 2770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0961 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 12/8192 144/98304 ( 0.1%)
brushsides 91/65536 728/524288 ( 0.1%)
planes 146/65536 2920/1310720 ( 0.2%)
vertexes 269/65536 3228/786432 ( 0.4%)
nodes 191/65536 6112/2097152 ( 0.3%)
texinfos 45/12288 3240/884736 ( 0.4%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 694/0 13880/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 83621/0 83621/0 ( 0.0%)
faces 310/65536 17360/3670016 ( 0.5%)
origfaces 14/65536 784/3670016 ( 0.0%)
leaves 193/65536 10808/3670016 ( 0.3%)
leaffaces 304/65536 608/131072 ( 0.5%)
leafbrushes 148/65536 296/131072 ( 0.2%)
surfedges 1328/512000 5312/2048000 ( 0.3%)
edges 713/256000 2852/1024000 ( 0.3%)
worldlights 3/8192 264/720896 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 90/65536 180/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1875272/0 ( 0.0%)
visdata [variable] 1694/16777216 ( 0.0%)
entdata [variable] 581/393216 ( 0.1%)
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] 10094/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 79083/4194304 ( 1.9%)

Total Win32 BSP file data space used: 2122703 bytes

Linux Specific Data:
physicssurface [variable] 246948/6291456 ( 3.9%)

Total Linux BSP file data space used: 2290568 bytes

Total triangle count: 652
Writing c:program filesvalvesteamsteamappsblackraventsourcesdksdkcontentmapsSt_fortress.bsp
2 minutes, 8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsblackraventsourcesdksdkcontentmapsSt_fortress.bsp" "c:program filesvalvesteamsteamappsblackraventhalf-life 2hl2mapsSt_fortress.bsp"

My untrained eyes cant see any major or minor holes, can yours? :P
Posted 19 years ago2005-03-08 12:59:46 UTC Post #95877
Could someone possibly do me a example map so I can see what i'm doing wrong?
Posted 19 years ago2005-03-09 04:45:08 UTC Post #95997
Please guys, I'm preety much screwed at making any decent map without your help. Please could someone make an example map. Please. I will repay you well. :D
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