In this picture the water to my left is meant to look like the water to my right at the bottom of the waterfall. However whenever I stand so that my FOV can see both bodies of water it causes either one or the other to glitch out like it is on the left. Is there a way to fix this?
[IMG]https://i.gyazo.com/e1e22708eea9e578c8ead9d1d34331b6.jpg[/IMG]
you can only have water at one hieght level [code]Requirements
To make it perform efficiently, water also has a collection of rules regarding its placement and usage inside of a map.
There may be only one water level height in a PVS if the water is expensive.
"Expensive" and "cheap" water may not be used simultaneously in the same PVS. [/code] [url]https://developer.valvesoftware.com/wiki/Adding_Water#Requirements[/url]
[QUOTE=taz0;52639701]you can only have water at one hieght level [code]Requirements
To make it perform efficiently, water also has a collection of rules regarding its placement and usage inside of a map.
There may be only one water level height in a PVS if the water is expensive.
"Expensive" and "cheap" water may not be used simultaneously in the same PVS. [/code] [URL]https://developer.valvesoftware.com/wiki/Adding_Water#Requirements[/URL][/QUOTE]
If he wants water on multiple levels he can use cheap water, these requirements only control the rendering of expensive water.
[CODE]"$envmap" "env_cubemap"[/CODE]
does not work with a "WorldVertexTransition" texture ?... if so aww :(
so i have simple cube whit 3d skybox but this hapended [url]http://steamcommunity.com/sharedfiles/filedetails/?id=1126259429[/url] [lua]
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Rasmus\Documents\ex_ocean.vmf"
Valve Software - vbsp.exe (Jul 25 2017)
8 threads
materialPath: D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Rasmus\Documents\ex_ocean.vmf
Could not locate 'GameData' key in d:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt
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 (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Rasmus\Documents\ex_ocean.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! 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) (8069 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.
Compacting texture/material tables...
Reduced 66 texinfos to 17
Reduced 8 texdatas to 6 (193 bytes to 114)
Writing C:\Users\Rasmus\Documents\ex_ocean.bsp
0 seconds elapsed
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Rasmus\Documents\ex_ocean"
Valve Software - vvis.exe (Jul 25 2017)
8 threads
reading c:\users\rasmus\documents\ex_ocean.bsp
reading c:\users\rasmus\documents\ex_ocean.prt
513 portalclusters
1216 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 (7)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 262145
Average clusters visible: 511
Building PAS...
Average clusters audible: 511
visdatasize:70678 compressed from 73872
writing c:\users\rasmus\documents\ex_ocean.bsp
7 seconds elapsed
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Rasmus\Documents\ex_ocean"
Valve Software - vrad.exe SSE (Jul 25 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\rasmus\documents\ex_ocean.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
6692 faces
12490940 square feet [1798695296.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6692 patches before subdivision
459364 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Rasmus\Documents\ex_ocean.bsp" "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\ex_ocean.bsp"
[/lua] i got no errors any solution?
you just misaligned the sky_camera. plus realtime reflections dont work on water in the 3d skybox you cant change that
[QUOTE=KingPommes;52639993][CODE]"$envmap" "env_cubemap"[/CODE]
does not work with a "WorldVertexTransition" texture ?... if so aww :([/QUOTE]
[URL="https://developer.valvesoftware.com/wiki/WorldVertexTransition"]Why wouldn't it work?[/URL]
another minor broblem in game i have this models/lostcoast/props_wasteland/shipwreck_part01.mdl model but i cant find it in hammer i already disabled all addons so i didnt get it from them do i have to install lost coast?
[QUOTE=RasmusG5;52640414]models/lostcoast/[/QUOTE]
You need lost coast. Also, lost coast models are included in the source SDK base files too so you could alternatively use that.
I'm trying to open a .bsp file in Pakrat, but while the console part loads, the custom content autoscan/scan window doesn't open up. What's wrong?
Also, how do I open HL2 maps in Source Multi Tool to edit them for gmod?
[QUOTE=Grenade Man;52640314][URL="https://developer.valvesoftware.com/wiki/WorldVertexTransition"]Why wouldn't it work?[/URL][/QUOTE]
Of course I tried. its supposed to be supported but this seems to be incorrect. No Valve textures use it either... thats why Im asking
[T]https://i.imgur.com/PNlcM5d.jpg[/T]
So, one day I copy and pasted the VTF and VMTs for a blendmodulate texture (including the blend VMT itself) to another folder so I could use them in another map, I switched up the paths so that they worked with the new folder, and I find out that the blendmodulate texture doesn't work anymore. So now this weird blending is what I get.
I've tried recreating the VMTs, the VTFs, I've tried renaming them, I've tried probably everything to try and fix it. I've asked people in the Source Engine Discord multiple times and nobody there even knows. So if anyone could help out that'd be great.
[QUOTE=BlueSkilly;52640762][T]https://i.imgur.com/PNlcM5d.jpg[/T]
So, one day I copy and pasted the VTF and VMTs for a blendmodulate texture (including the blend VMT itself) to another folder so I could use them in another map, I switched up the paths so that they worked with the new folder, and I find out that the blendmodulate texture doesn't work anymore. So now this weird blending is what I get.
I've tried recreating the VMTs, the VTFs, I've tried renaming them, I've tried probably everything to try and fix it. I've asked people in the Source Engine Discord multiple times and nobody there even knows. So if anyone could help out that'd be great.[/QUOTE]
looks pretty normal to me... that is if you have the "paint alpha" brush set to size 1 and with 100% opacity. try to go with size 2 and a low opacity
Is there any way to find the "no button in reach" use button sound? Not the creaky squeaky one but the bloopy one :v:
[I]sound/common/wpn_select.wav[/I] is not it, and I can't find any trace of it elsewhere
[QUOTE=KingPommes;52640770]looks pretty normal to me... that is if you have the "paint alpha" brush set to size 1 and with 100% opacity. try to go with size 2 and a low opacity[/QUOTE]
[T]https://i.imgur.com/V3eQIAi.jpg[/T]
It's not normal, this is how it's supposed to look. The opacity has nothing to do with this.
[QUOTE=KingPommes;52640756]Of course I tried. its supposed to be supported but this seems to be incorrect. No Valve textures use it either... thats why Im asking[/QUOTE]
It works, I have seen it done plenty of times. Post your vmt
[editline]2nd September 2017[/editline]
[QUOTE=BlueSkilly;52640762][T]https://i.imgur.com/PNlcM5d.jpg[/T]
So, one day I copy and pasted the VTF and VMTs for a blendmodulate texture (including the blend VMT itself) to another folder so I could use them in another map, I switched up the paths so that they worked with the new folder, and I find out that the blendmodulate texture doesn't work anymore. So now this weird blending is what I get.
I've tried recreating the VMTs, the VTFs, I've tried renaming them, I've tried probably everything to try and fix it. I've asked people in the Source Engine Discord multiple times and nobody there even knows. So if anyone could help out that'd be great.[/QUOTE]
Copy pasting never breaks anything. Post your .vmt
[QUOTE=Grenade Man;52640894]It works, I have seen it done plenty of times. Post your vmt
[editline]2nd September 2017[/editline]
Copy pasting never breaks anything. Post your .vmt[/QUOTE]
WorldVertexTransition
{
$basetexture "gmodcruiseline/minigolf/gmcl_minigolf_island/grass"
$bumpmap "gmodcruiseline/minigolf/gmcl_minigolf_island/grass_n"
$surfaceprop Grass
$basetexture2 "gmodcruiseline/minigolf/gmcl_minigolf_island/dirt"
$bumpmap2 "gmodcruiseline/minigolf/gmcl_minigolf_island/dirt_n"
$surfaceprop2 Dirt
$blendmodulatetexture "gmodcruiseline/minigolf/gmcl_minigolf_island/blend_modulate"
"$detail" "maxofs2d/terrain_detail"
"$detailscale" "0.0025"
"$detailblendfactor" "0.3"
"$detailblendmode" "0"
}
[QUOTE]In Source 2006/2007, incompatible with $basetexturetransform and $detail.[/QUOTE]
[URL="https://developer.valvesoftware.com/wiki/$blendmodulatetexture"]https://developer.valvesoftware.com/wiki/$blendmodulatetexture[/URL]
[QUOTE=Grenade Man;52640967][URL="https://developer.valvesoftware.com/wiki/$blendmodulatetexture"]https://developer.valvesoftware.com/wiki/$blendmodulatetexture[/URL][/QUOTE]
Removing the $detail and everything else after it didn't fix it
[QUOTE=Grenade Man;52640967][URL="https://developer.valvesoftware.com/wiki/$blendmodulatetexture"]https://developer.valvesoftware.com/wiki/$blendmodulatetexture[/URL][/QUOTE]
Which Games belong to Source 2006/2007. Google isn't offering me any help
[QUOTE=Grenade Man;52640894]It works, I have seen it done plenty of times. Post your vmt
[/QUOTE]
[CODE]"WorldVertexTransition"
{
"$basetexture" "KingPommes/hogwarts/generic/chamber_floor"
"$basetexture2" "KingPommes/hogwarts/generic/chamber_floor"
"$bumpmap" "KingPommes/hogwarts/generic/chamber_floor_normal"
"$bumpmap2" "KingPommes/hogwarts/generic/chamber_floor_normal"
"$surfaceprop" "tile"
"$surfaceprop2" "tile"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
"$envmaptint" "[ 1 1 1 ]"
"$detail" "detail\noise_detail_01"
"$detailscale" "8"
"$detailblendfactor" "0.5"
"$detailblendmode" "0"
}[/CODE]
Its the same texture and I only want to paint reflectivity (~wet spots). I tried with a different basetexture2, with "$envmap2" and without a normalmap. Sadly no results.
"[URL="http://www.thewall.de/content/half-life_2:material:shader:worldvertextransition"]thewall.de[/URL]" another dev wiki doesnt list "$envmap" as a legal parameter either.
Do you understand what "$normalmapalphaenvmapmask" does? If you use the same normal map two times you won't see a difference when you paint alpha.
Also $envmap2 doesn't exist and it has no reason to exist. I don't think you fully understand how envmap reflections are setup.
I also remember now that this is somewhat broken. If you want to blend two different levels of reflectivity you have to do some workarounds that I don't really remember. But Im 100% sure someone has gotten it to work here.
[editline]2nd September 2017[/editline]
[QUOTE=BlueSkilly;52640985]Removing the $detail and everything else after it didn't fix it[/QUOTE]
Then you messed up:
1. in hammer, applied the wrong texture
2. in the vmt, misspelled something
Thats all I can suggest you to check. Also, since the blend modulate texture isn't a checkered pattern, it means its not a problem with the .vtf or file path
[editline]2nd September 2017[/editline]
[QUOTE=GoldenCumfart;52641012]Which Games belong to Source 2006/2007. Google isn't offering me any help[/QUOTE]
None anymore. I just figured it would be worth a shot because the wiki can be wrong at times.
[QUOTE=Grenade Man;52641175]Then you messed up:
1. in hammer, applied the wrong texture
2. in the vmt, misspelled something
Thats all I can suggest you to check. Also, since the blend modulate texture isn't a checkered pattern, it means its not a problem with the .vtf or file path[/QUOTE]
I didn't apply the wrong texture, and there's nothing misspelled.
[QUOTE=Grenade Man;52641175]Do you understand what "$normalmapalphaenvmapmask" does? If you use the same normal map two times you won't see a difference when you paint alpha.
Also $envmap2 doesn't exist and it has no reason to exist. I don't think you fully understand how envmap reflections are setup.
I also remember now that this is somewhat broken. If you want to blend two different levels of reflectivity you have to do some workarounds that I don't really remember. But Im 100% sure someone has gotten it to work here.
[/QUOTE]
I have extensive experience with those parameters yes... Of course envmap2 doesnt need to exist but I call this troubleshooting... please try it out yourself first if you want to help.
Heres the $normalmapalphaenvmapmask in action: (Im not 100% happy with this. I rather have stronger reflections that I can paint with a displacement)
[t]http://i.imgur.com/tWMAQLj.jpg[/t]
[editline]2nd September 2017[/editline]
[QUOTE=BlueSkilly;52640808][T]https://i.imgur.com/V3eQIAi.jpg[/T]
It's not normal, this is how it's supposed to look. The opacity has nothing to do with this.[/QUOTE]
Hey just a thought... what does the vfts look like ? from what it looks like there should be two blend textures:
1. sand - patchy grass
2. pathy grass - full grass
In your screenshot it looks like you only have the
sand- full grass
[QUOTE=KingPommes;52641250]
Hey just a thought... what does the vfts look like ? from what it looks like there should be two blend textures:
1. sand - patchy grass
2. pathy grass - full grass
In your screenshot it looks like you only have the
sand- full grass[/QUOTE]
Dude no you are completely wrong please read [URL="https://developer.valvesoftware.com/wiki/$blendmodulatetexture"]this[/URL]
[editline]2nd September 2017[/editline]
[QUOTE=KingPommes;52641250]I have extensive experience with those parameters yes... Of course envmap2 doesnt need to exist but I call this troubleshooting... please try it out yourself first if you want to help.
[/QUOTE]
I have created numerous textures so I do know what I'm talking about.
You want to blend between two of the same textures with one having reflections and the other not having them.
envmap env_cubemap enables reflections for the whole vmf, but you need a envmapmask or envmaptint to manage the intensity. I don't think envmapmask2 or envmaptint2 exist as parameters. Worth trying tho.
However. Normalmapalphaenvmapmask uses the bump maps alpha channel as a mask. So if you use the exact same bump map vtf for both base textures, there will naturally be no difference in reflections
[editline]2nd September 2017[/editline]
Also, if you are using normalmapalphaenvmapmask, envmaptint and envmapmask is ignored.
[editline]2nd September 2017[/editline]
[CODE]"WorldVertexTransition"
{
"$basetexture" "KingPommes/hogwarts/generic/chamber_floor"
"$basetexture2" "KingPommes/hogwarts/generic/chamber_floor"
"$bumpmap2" "KingPommes/hogwarts/generic/chamber_floor_normal"
"$surfaceprop" "tile"
"$surfaceprop2" "tile"
"$envmap" "env_cubemap"
"$envmaptint" "[ 0.5 0.5 0.5 ]"
"$basetexture2noenvmap" "1"
}[/CODE]
This is a long shot but it might work
[QUOTE=Grenade Man;52641351]Dude no you are completely wrong please read [URL="https://developer.valvesoftware.com/wiki/$blendmodulatetexture"]this[/URL]
[editline]2nd September 2017[/editline]
I have created numerous textures so I do know what I'm talking about.
You want to blend between two of the same textures with one having reflections and the other not having them.
envmap env_cubemap enables reflections for the whole vmf, but you need a envmapmask or envmaptint to manage the intensity. I don't think envmapmask2 or envmaptint2 exist as parameters. Worth trying tho.
However. Normalmapalphaenvmapmask uses the bump maps alpha channel as a mask. So if you use the exact same bump map vtf for both base textures, there will naturally be no difference in reflections
[editline]2nd September 2017[/editline]
Also, if you are using normalmapalphaenvmapmask, envmaptint and envmapmask is ignored.
[editline]2nd September 2017[/editline]
[CODE]"WorldVertexTransition"
{
"$basetexture" "KingPommes/hogwarts/generic/chamber_floor"
"$basetexture2" "KingPommes/hogwarts/generic/chamber_floor"
"$bumpmap2" "KingPommes/hogwarts/generic/chamber_floor_normal"
"$surfaceprop" "tile"
"$surfaceprop2" "tile"
"$envmap" "env_cubemap"
"$envmaptint" "[ 0.5 0.5 0.5 ]"
"$basetexture2noenvmap" "1"
}[/CODE]
This is a long shot but it might work[/QUOTE]
Sadly no luck with that either. As soon as the texture is placed under "WorldVertexTransition" any reflectiveness vanishes.
Also I have to disagree "$envmaptint" does very much still affect the reflective properties while used in conjunction with "$normalmapalphaenvmapmask". Of course as I have it here with a value of [1 1 1] it wont.. but this is just setup for possible change later.
[QUOTE=BlueSkilly;52640947][code]WorldVertexTransition
{
$basetexture "gmodcruiseline/minigolf/gmcl_minigolf_island/grass"
$bumpmap "gmodcruiseline/minigolf/gmcl_minigolf_island/grass_n"
$surfaceprop Grass
$basetexture2 "gmodcruiseline/minigolf/gmcl_minigolf_island/dirt"
$bumpmap2 "gmodcruiseline/minigolf/gmcl_minigolf_island/dirt_n"
$surfaceprop2 Dirt
$blendmodulatetexture "gmodcruiseline/minigolf/gmcl_minigolf_island/blend_modulate"
"$detail" "maxofs2d/terrain_detail"
"$detailscale" "0.0025"
"$detailblendfactor" "0.3"
"$detailblendmode" "0"
}[/code][/QUOTE]
What happens if you get rid of $detail and $bumpmap2?
[QUOTE=Grenade Man;52640434]You need lost coast. Also, lost coast models are included in the source SDK base files too so you could alternatively use that.[/QUOTE]
i just installed lost coast but model wont apear in hammer
does your gameinfo.txt look at the lostcoast install game |all_source_engine_paths|sourcetest or game |all_source_engine_paths|lostcoast
edit add these lines under game_lv hl2/hl2_lv.vpk [code] game+mod lostcoast/lostcoast_sound_vo_english.vpk
game+mod lostcoast/lostcoast_pak.vpk [/code]
[QUOTE=taz0;52643153]does your gameinfo.txt look at the lostcoast install game |all_source_engine_paths|sourcetest or game |all_source_engine_paths|lostcoast[/QUOTE]
i didnt quite catch that you mean i gotta open lost coasts gameinfo.txt? and do what
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