Custom textures and invisible water

Hey, this is about my… I think 4th help thread, and I think (well, hope) that this’ll be my last for a while. I’ve been working on a test map just to learn how to make a good map, and I’ve come to a strange problem with my water; its friggin invisible. Well, from the outside. Once you’re actually in it, it looks like you’re in water, but as soon as you come out, it looks like you’re floating in mid-air. I just made a big floating brush using a water texture; the first one that came up when I typed “water” into the texture box thing, IIRC. It ACTS like it’s there, but hides when you’re not in it (performance anxiety, perhaps). So any help with that would be appreciated. Also, now I’m wondering how to make custom textures, and to a lesser extent custom models, I guess. If there’s a program or something within hammer to create either of these things, please let me know. And any advice would also be appreciated.

  1. the water issue is most likely a leak, check your compile log (or better yet, post it here) to see if you have a leak, if so, Map -> Load Pointfile and seal the leak. remember that water, displacements and brushes tied to entities (triggers, func_detail, etc.) do not seal the map from leaks.

  2. custom textures must be made in photoshop, exported to vtf with VTFEdit (google it), and have a vmt written in a text editor like notepad. Custom models must be made in 3d modeling programs like 3ds max or maya, UV unwrapped, textured, exported to SMD, then compiled with a QC to a mdl file. It’s a bit more complicated than mapping, and it will probably take a good amount of time to learn.

If you wanted free software for texturing/modeling, try paint.net or gimp for texturing and blender for modeling.

ok, thanks. I don’t have photoshop, but as long as I can get the water to work, I’ll be happy. And I’ll post the log the nest time I compile my map, assuming the water still doesnt work.

Custom textures can be made with any image editing software. You simply just use VTFEdit to convert them to vtf.

ty HiddenMyst,but my biggest concern is still the water, and after my latest compilation it still doesnt show up unless ur in it. Here’s the log:

"

** Executing…
** Command: “c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.vmf
Patching WVT material: maps/first/nature/blendgrasspave01_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity trigger_physics_trap (-1754.00 15447.90 -14.80) leaked!
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)
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) (31672 bytes)
Static prop models/props_combine/combine_barricade_bracket01b.mdl outside the map (-1734.00, 15427.00, -73.80)
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 258 texinfos to 194
Reduced 23 texdatas to 19 (619 bytes to 498)
Writing C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.bsp
3 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.bsp
reading c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.prt
LoadPortals: couldn’t read c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.prt

** Executing…
** Command: “c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first”

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.77 seconds)
20179 faces
57009867 square feet [8209420800.00 square inches]
6 Displacements
6903 Square Feet [994048.00 Square Inches]
6 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (41)
Build Patch/Sample Hash Table(s)…Done<28.2944 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (224)
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 (560)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 10/1024 480/49152 ( 1.0%)
brushes 76/8192 912/98304 ( 0.9%)
brushsides 1176/65536 9408/524288 ( 1.8%)
planes 1938/65536 38760/1310720 ( 3.0%)
vertexes 20865/65536 250380/786432 (31.8%)
nodes 6201/65536 198432/2097152 ( 9.5%)
texinfos 194/12288 13968/884736 ( 1.6%)
texdata 19/2048 608/65536 ( 0.9%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 18400/0 18400/0 ( 0.0%)
faces 20179/65536 1130024/3670016 (30.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 374/65536 20944/3670016 ( 0.6%)
leaves 6212/65536 198784/2097152 ( 9.5%)
leaffaces 20420/65536 40840/131072 (31.2%)
leafbrushes 2461/65536 4922/131072 ( 3.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 83430/512000 333720/2048000 (16.3%)
edges 41846/256000 167384/1024000 (16.3%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 87/32768 870/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1389/65536 2778/131072 ( 2.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 35719668/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 18264/393216 ( 4.6%)
LDR ambient table 6212/65536 24848/262144 ( 9.5%)
HDR ambient table 6212/65536 24848/262144 ( 9.5%)
LDR leaf ambient 4261/65536 119308/1835008 ( 6.5%)
HDR leaf ambient 6212/65536 173936/1835008 ( 9.5%)
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] 1/402 ( 0.2%)
pakfile [variable] 212115/0 ( 0.0%)
physics [variable] 31672/4194304 ( 0.8%)
physics terrain [variable] 306/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 41562
Writing c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.bsp
14 minutes, 14 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\first.bsp” “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2\maps\first.bsp”

** Executing…
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2” +map “first”
"
Help Please?


**** leaked ****
Entity trigger_physics_trap (-1754.00 15447.90 -14.80) leaked!

I bet you have an admin room and use that to keep people out. If so, then you need to put a box around that trap, because otherwise it reaches the void.

Truth be told I dont even know what an admin room is. But, are you saying that something is going out of the limits of the map? Or is there some other void? Oh, and I dont THINK I placed any traps.

Leak

Ahhh, thank you very much. I had no idea the skybox was that important. Well, I’ve got one huge ass leak then; I never even put a skybox texture below the map, because I didnt think i needed it. Well, that should fix it I guess.