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Author Topic: Glass texture on ramp model  (Read 2703 times)

Offline fr3shz

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Glass texture on ramp model
« on: January 22, 2015, 07:57:38 PM »
Alright, so I've been making new ramp models for my map using propper. They turned out fine according to
the model viewer and even after I placed them as prop_statics in hammer, they still look correct. But for some reason
only one of them looks the way it's supposed to after I run the map and built cubemaps. The other ones are not showing
the glass texture on either side. The weird thing is that the stripes on the glass texture are casting shadows onto the ramp.

Here are some screenshots and the compile log. I've been using Full compile with -StaticPropLighting and -StaticPropPolys
on vrad.

model properties:


ramps with lightmap grid:


ramp03 before building cubemaps:


ramp03 after building cubemaps:


ramp04 before building cubemaps:


ramp04 after building cubemaps: (this is how I want them to look \)


I really have no explanation why this is but I'm hoping one of you guys might know.  \

Code: [Select]
materialPath: C:\Games\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.vmf
Map revision 33
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.prt...Building visibility clusters...
done (0)
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) (2739 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17 texinfos to 6
Reduced 3 texdatas to 3 (59 bytes to 59)
Writing c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
0 seconds elapsed



8 threads
reading c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
reading c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.prt
  75 portalclusters
 150 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 5625
Average clusters visible: 75
Building PAS...
Average clusters audible: 75
visdatasize:2104  compressed from 2400
writing c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
0 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
798 faces
1655861 square feet [238444032.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
798 patches before subdivision
49190 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6711337, max 746
transfer lists:  51.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(13872, 20844, 8645)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(362, 551, 229)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(6, 10, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0173 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                  7/8192           84/98304    ( 0.1%)
brushsides              42/65536         336/524288   ( 0.1%)
planes                  76/65536        1520/1310720  ( 0.1%)
vertexes               888/65536       10656/786432   ( 1.4%)
nodes                  255/65536        8160/2097152  ( 0.4%)
texinfos                 6/12288         432/884736   ( 0.0%)
texdata                  3/2048           96/65536    ( 0.1%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                  798/65536       44688/3670016  ( 1.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               12/65536         672/3670016  ( 0.0%)
facebrushes              0/0               0/0        ( 0.0%)
facebrushlists         798/0            3192/0        ( 0.0%)
leaves                 257/65536        8224/2097152  ( 0.4%)
leaffaces              808/65536        1616/131072   ( 1.2%)
leafbrushes            173/65536         346/131072   ( 0.3%)
areas                    2/1024           16/8192     ( 0.2%)
surfedges             3366/512000      13464/2048000  ( 0.7%)
edges                 1696/256000       6784/1024000  ( 0.7%)
LDR worldlights          2/8192          200/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              8/32768          80/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           120/65536         240/131072   ( 0.2%)
cubemapsamples           4/1024           64/16384    ( 0.4%)
overlays                 0/1024            0/360448   ( 0.0%)
LDR lightdata         [variable]     6609320/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        2104/16777216 ( 0.0%)
entdata               [variable]        2281/393216   ( 0.6%)
LDR ambient table      257/65536        1028/262144   ( 0.4%)
HDR ambient table      257/65536        1028/262144   ( 0.4%)
LDR leaf ambient       839/65536       23492/1835008  ( 1.3%)
HDR leaf ambient       257/65536        7196/1835008  ( 0.4%)
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]           1/442      ( 0.2%)
pakfile               [variable]      387178/0        ( 0.0%)
physics               [variable]        2739/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 5

Total triangle count: 1722
Writing c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
35 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
798 faces
1655861 square feet [238444032.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
798 patches before subdivision
49190 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6711337, max 746
transfer lists:  51.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(13872, 20844, 8645)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(362, 551, 229)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(6, 10, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0173 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                  7/8192           84/98304    ( 0.1%)
brushsides              42/65536         336/524288   ( 0.1%)
planes                  76/65536        1520/1310720  ( 0.1%)
vertexes               888/65536       10656/786432   ( 1.4%)
nodes                  255/65536        8160/2097152  ( 0.4%)
texinfos                 6/12288         432/884736   ( 0.0%)
texdata                  3/2048           96/65536    ( 0.1%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                  798/65536       44688/3670016  ( 1.2%)
hdr faces              798/65536       44688/3670016  ( 1.2%)
origfaces               12/65536         672/3670016  ( 0.0%)
facebrushes              0/0               0/0        ( 0.0%)
facebrushlists         798/0            3192/0        ( 0.0%)
leaves                 257/65536        8224/2097152  ( 0.4%)
leaffaces              808/65536        1616/131072   ( 1.2%)
leafbrushes            173/65536         346/131072   ( 0.3%)
areas                    2/1024           16/8192     ( 0.2%)
surfedges             3366/512000      13464/2048000  ( 0.7%)
edges                 1696/256000       6784/1024000  ( 0.7%)
LDR worldlights          2/8192          200/819200   ( 0.0%)
HDR worldlights          2/8192          200/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              8/32768          80/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           120/65536         240/131072   ( 0.2%)
cubemapsamples           4/1024           64/16384    ( 0.4%)
overlays                 0/1024            0/360448   ( 0.0%)
LDR lightdata         [variable]     6609320/0        ( 0.0%)
HDR lightdata         [variable]     6609320/0        ( 0.0%)
visdata               [variable]        2104/16777216 ( 0.0%)
entdata               [variable]        2281/393216   ( 0.6%)
LDR ambient table      257/65536        1028/262144   ( 0.4%)
HDR ambient table      257/65536        1028/262144   ( 0.4%)
LDR leaf ambient       839/65536       23492/1835008  ( 1.3%)
HDR leaf ambient       839/65536       23492/1835008  ( 1.3%)
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]           1/442      ( 0.2%)
pakfile               [variable]      402226/0        ( 0.0%)
physics               [variable]        2739/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 7

Total triangle count: 1722
Writing c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
36 seconds elapsed



materialPath: C:\Games\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.vmf
Map revision 33
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.prt...Building visibility clusters...
done (0)
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) (2739 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17 texinfos to 6
Reduced 3 texdatas to 3 (59 bytes to 59)
Writing c:\games\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\prop_lighting_test.bsp
0 seconds elapsed

Offline fr3shz

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Re: Glass texture on ramp model
« Reply #1 on: January 30, 2015, 02:23:02 AM »
After days of frustration I finally found a solution for this. I still can't explain why it would work on some ramps and not on others,
but using "$alphatest" 1 instead of "$translucent" 1 along with "$allowalphatocoverage" 1, "$alpha" 1 and "$nocull" 1 on the glass texture seems to do the trick.
Hello motivation, goodbye frustration.

Offline Paper-Cut

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Re: Glass texture on ramp model
« Reply #2 on: August 01, 2015, 09:07:22 PM »
Great looking texture.  Thanks for posting the fix!
I make my maps with Microsoft Paint.