$envmap only working on VertexLitGeneric (not on LightmappedGeneric)
8 replies, posted
Hello,
I'm creating a map with [U]custom[/U] textures for Garry's Mod, but unfortunately $envmap doesn't work on [U]brushes[/U] (LightmappedGeneric).
When I add an $envmap to a custom texture for a brush, the $basetexture(!) is replaced by a checker texture (not the envmap!) even after building cubemaps. (Tested in CSS)
Hammer Editor displays the texture with reflection like it should. It can't be the texture itself, because after putting the texture on a prop, it works.
I've redownloaded Counter-Strike: Source and loaded the map in Garrys Mod but the problem consists...
Many people couldn't help me, now I'm asking the facepunch community for help :cry:
There are no errors in game console and compile log either...
[CODE]
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\cstrike" "C:\Users\Ole\Documents\Hammer Editor Maps\enterprise_test.vmf"
Valve Software - vbsp.exe (Oct 13 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\cstrike\materials
Loading C:\Users\Ole\Documents\Hammer Editor Maps\enterprise_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Ole\Documents\Hammer Editor Maps\enterprise_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/ent_sky_*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/ent_sky_*.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) (19062 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 299 texinfos to 116
Reduced 12 texdatas to 10 (259 bytes to 233)
Writing C:\Users\Ole\Documents\Hammer Editor Maps\enterprise_test.bsp
Wrote ZIP buffer, estimated size 165136, actual size 164386
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\cstrike" "C:\Users\Ole\Documents\Hammer Editor Maps\enterprise_test"
Valve Software - vvis.exe (Oct 13 2015)
4 threads
reading c:\users\ole\documents\hammer editor maps\enterprise_test.bsp
reading c:\users\ole\documents\hammer editor maps\enterprise_test.prt
147 portalclusters
637 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 (2)
Optimized: 21 visible clusters (0.10%)
Total clusters visible: 20918
Average clusters visible: 142
Building PAS...
Average clusters audible: 147
visdatasize:6768 compressed from 7056
writing c:\users\ole\documents\hammer editor maps\enterprise_test.bsp
2 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\cstrike" "C:\Users\Ole\Documents\Hammer Editor Maps\enterprise_test"
Valve Software - vrad.exe SSE (Oct 13 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\users\ole\documents\hammer editor maps\enterprise_test.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
166 faces
8130 square feet [1170762.38 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
166 patches before subdivision
594 patches after subdivision
35 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 6942, max 82
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2334, 2115, 1191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(65, 68, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(13, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0001 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 62/8192 744/98304 ( 0.8%)
brushsides 456/65536 3648/524288 ( 0.7%)
planes 320/65536 6400/1310720 ( 0.5%)
vertexes 538/65536 6456/786432 ( 0.8%)
nodes 202/65536 6464/2097152 ( 0.3%)
texinfos 116/12288 8352/884736 ( 0.9%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 166/65536 9296/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 121/65536 6776/3670016 ( 0.2%)
leaves 207/65536 6624/2097152 ( 0.3%)
leaffaces 241/65536 482/131072 ( 0.4%)
leafbrushes 119/65536 238/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1168/512000 4672/2048000 ( 0.2%)
edges 797/256000 3188/1024000 ( 0.3%)
LDR worldlights 35/8192 3080/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 12/32768 120/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 150/65536 300/131072 ( 0.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 16332/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6768/16777216 ( 0.0%)
entdata [variable] 13654/393216 ( 3.5%)
LDR ambient table 207/65536 828/262144 ( 0.3%)
HDR ambient table 207/65536 828/262144 ( 0.3%)
LDR leaf ambient 884/65536 24752/1835008 ( 1.3%)
HDR leaf ambient 207/65536 5796/1835008 ( 0.3%)
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] 1/4674 ( 0.0%)
pakfile [variable] 164386/0 ( 0.0%)
physics [variable] 19062/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 352
Writing c:\users\ole\documents\hammer editor maps\enterprise_test.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Ole\Documents\Hammer Editor Maps\enterprise_test.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\cstrike\maps\enterprise_test.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\counter-strike source\cstrike" -insecure +sv_lan 0 +map "enterprise_test" -steam
[/CODE]
Do you have a screenshot of what it looks like with the checkers?
[QUOTE=Firegod522;51586366]Do you have a screenshot of what it looks like with the checkers?[/QUOTE]
[img]http://i.imgur.com/U8Lgj2e.jpg[/img]
[img]http://i.imgur.com/jFOdexH.jpg[/img]
and what does the vmt look like?
[QUOTE=Firegod522;51586400]and what does the vmt look like?[/QUOTE]
[CODE]"LightmappedGeneric"
{
"$basetexture" "d_door_mat"
"$surfaceprop" "metal"
"$envmap" "env_cubemap"
"$envmapmask" "d_door_env"
"$envmaptint" "[0.5 0.5 0.5]"
"$envmapsaturation" "0.25"
}
[/CODE]
So are your "d_door_mat" and "d_door_env" textures placed in "garrysmod\garrysmod\materials\"
Also what happens if you remove "$envmaptint" and "$envmapsaturation"?
[QUOTE=Firegod522;51586411]So are your "d_door_mat" and "d_door_env" textures placed in "garrysmod\garrysmod\materials\"
Also what happens if you remove "$envmaptint" and "$envmapsaturation"?[/QUOTE]
My materials are in the materials folder.
When I remove "$envmaptint" and "$envmapsaturation" the problem consists but there are less errors in the game console. -> [url]http://imgur.com/a/GsWYC[/url]
I remember that changing the skybox didn't solve the problems, but I'll try it again.
//EDIT:
I choose a default skybox and the error consists, but now I can say it's something with the texture and not the skybox.
[CODE]Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrrt)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrbk)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrlf)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrft)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrup)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrdn)
[/CODE]
Can you send over the basetexture and specular texture to me, either in here of PM
[editline]26th December 2016[/editline]
The problem was because it wasn't in a folder.
what happens if you remove "$envmapmask" "d_door_env" ?
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