Physical Objects Colliding With A River Flow Displacement
4 replies, posted
Hi Guys, I haven't had to ask a question in a long time.
I made a deserty, duney map with a nice lake and river.
I took TopHattWaffle's Tutorial [URL="https://www.youtube.com/watch?v=foViqM4xdfE"]here[/URL] and am pretty good at Hammer now, but it can't really see why this happened:
[IMG]http://i.imgur.com/Cr5ofEB.jpg[/IMG]
The boat doesn't go through the river flow displacement. I thought it would be an easy fix and to just check these flags...
[No Physics Collision]
[No Hull Collision]
[No Ray Collision]?
[IMG]http://i.imgur.com/HZR4xRE.jpg[/IMG]
But it's still doing it??? And objects are colliding with the river :'(. I thought this would be really fun to ride a boat down and crash into the side or something like a water slide.
My next method was to maybe add "$surfaceprop" "grass" in the .vmt file of the river foam (displacement) so that it would *maybe* make it non collidable but it still does it.
This annoying thing has gone far enough and am curious to know if any of you have experienced this before and know how to fix it.
Thank you :) .
Here's the compile log if necessary (Running vbsp, vvis, & vrad on Normal compile):
[CODE]
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gm_dunes.vmf"
Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gm_dunes.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gm_dunes.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa118*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa118*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (5553935 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 61 texinfos to 26
Reduced 9 texdatas to 7 (223 bytes to 135)
Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gm_dunes.bsp
6 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gm_dunes"
Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\bin\gm_dunes.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\bin\gm_dunes.prt
156 portalclusters
359 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 24027
Average clusters visible: 154
Building PAS...
Average clusters audible: 154
visdatasize:7462 compressed from 7488
writing c:\program files (x86)\steam\steamapps\common\garrysmod\bin\gm_dunes.bsp
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gm_dunes"
Valve Software - vrad.exe SSE (Dec 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\bin\gm_dunes.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (1.80 seconds)
3140 faces
44509292 square feet [6409337856.00 square inches]
95 Displacements
6714720 Square Feet [966919744.00 Square Inches]
3140 patches before subdivision
126790 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (55)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (81)
transfers 10758189, max 596
transfer lists: 82.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(256274, 190239, 93596)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(39294, 26991, 11517)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5808, 3185, 880)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3516, 1856, 488)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(683, 283, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(374, 149, 24)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(82, 26, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(41, 12, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(10, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2177 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (70)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 185/8192 2220/98304 ( 2.3%)
brushsides 1145/65536 9160/524288 ( 1.7%)
planes 484/65536 9680/1310720 ( 0.7%)
vertexes 3772/65536 45264/786432 ( 5.8%)
nodes 4254/65536 136128/2097152 ( 6.5%)
texinfos 26/12288 1872/884736 ( 0.2%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 95/0 16720/0 ( 0.0%)
disp_verts 27455/0 549100/0 ( 0.0%)
disp_tris 48640/0 97280/0 ( 0.0%)
disp_lmsamples 3777117/0 3777117/0 ( 0.0%)
faces 3140/65536 175840/3670016 ( 4.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 164/65536 9184/3670016 ( 0.3%)
leaves 4260/65536 136320/2097152 ( 6.5%)
leaffaces 3163/65536 6326/131072 ( 4.8%)
leafbrushes 2793/65536 5586/131072 ( 4.3%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13292/512000 53168/2048000 ( 2.6%)
edges 7047/256000 28188/1024000 ( 2.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 24/32768 240/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 363/65536 726/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4279052/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7462/16777216 ( 0.0%)
entdata [variable] 51120/393216 (13.0%)
LDR ambient table 4260/65536 17040/262144 ( 6.5%)
HDR ambient table 4260/65536 17040/262144 ( 6.5%)
LDR leaf ambient 25210/65536 705880/1835008 (38.5%)
HDR leaf ambient 4260/65536 119280/1835008 ( 6.5%)
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] 82464/0 ( 0.0%)
physics [variable] 5553935/4194304 (132.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6346
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\bin\gm_dunes.bsp
3 minutes, 53 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\gm_dunes.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_dunes.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "gm_dunes" -steam
[/CODE]
Anyone at all? I find this a little important. :( I mean I could always remove it and just have a still looking river that still pushes but. I won't have an awesome river v_v.
Well I mean first off, uncheck all those 3 things. Secondly, I don't think water is actually functional with displacements. Just looks pretty in the background or something.
Okay I'll look at it. I thought no one would reply to this o_O. Thanks.
You want your flowing water brush to just be a func_brush with collisions turned off (default setting is toggle), and put a regular water brush underneath it by about 1 unit. The water underneath will catch objects like water and submerge normally, and the flowing water texture tied to a func_brush with Collisions (none) will let everything pass through as if it wasn't there. That's what I did last time I used Top's watersource textures and it worked perfectly fine for me.
If you still can't get it to work, private message me your VMF and I'll take a look to see whats going wrong.
[Edit]
Come to think of it I don't think you can have entity based displacements. I'll have to run a test map or find my old one to see how I got it to work...
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