[SOLVED] Hammer - Glass rendering problem.
Quote from FireFusorf on July 13, 2012, 7:52 amHello all !
I need your help because I have a problem in the map i'm making, glass from droppers and tubes appears white (and ugly) here are screenshot. I hope you can help me
http://image.noelshack.com/fichiers/201 ... -05-98.png
http://image.noelshack.com/fichiers/201 ... -32-83.png
Hello all !
I need your help because I have a problem in the map i'm making, glass from droppers and tubes appears white (and ugly) here are screenshot. I hope you can help me
http://image.noelshack.com/fichiers/201 ... -05-98.png
http://image.noelshack.com/fichiers/201 ... -32-83.png
Quote from FelixGriffin on July 13, 2012, 8:22 amDid your map compile without leaking? If VRAD didn't run glass will look weird.
Otherwise, make sure you've got some light, and then try to buildcubemaps. That usually causes a purple reflection if you don't have cubemaps, but maybe you ended up with a weird one from somewhere else inside the glass.
Did your map compile without leaking? If VRAD didn't run glass will look weird.
Otherwise, make sure you've got some light, and then try to buildcubemaps. That usually causes a purple reflection if you don't have cubemaps, but maybe you ended up with a weird one from somewhere else inside the glass.
Quote from FireFusorf on July 13, 2012, 9:10 amThanks for your quick reply
Well, I forgot to say that those are In-Game screenshots, so they are no leaks I guess.exept that one time, There was a Leak causing the compilation to stop. I fixed it so...also they are light spots in the map...
and I don't know what buildcubemaps is ^^'
Thanks for your quick reply
Well, I forgot to say that those are In-Game screenshots, so they are no leaks I guess.exept that one time, There was a Leak causing the compilation to stop. I fixed it so...
also they are light spots in the map...
and I don't know what buildcubemaps is ^^'
Quote from Habzs on July 13, 2012, 9:27 amFireFusorf wrote:Thanks for your quick reply
Well, I forgot to say that those are In-Game screenshots, so they are no leaks I guess.exept that one time, There was a Leak causing the compilation to stop. I fixed it so...also they are light spots in the map...
and I don't know what buildcubemaps is ^^'
Use the buildcubemaps command in the Developer console in the game.

Well, I forgot to say that those are In-Game screenshots, so they are no leaks I guess.exept that one time, There was a Leak causing the compilation to stop. I fixed it so...
also they are light spots in the map...
and I don't know what buildcubemaps is ^^'
Use the buildcubemaps command in the Developer console in the game.

Quote from ChickenMobile on July 13, 2012, 9:43 amCubemaps aren't built. Cubemaps are responsible for reflections inside your map.
To build your cubemaps in Portal 2: you will need to copy your map to the Portal 2/portal2_dlc2/maps folder and run the console command buildcubemaps. Pretty straightforward no?
It may crash after it tries to load the map again, this is fine.Copy your map back from the dlc folder and replace your older version of the map. This is the one you would release to the community. I suggest only to build the cubemaps when you want to release the map because otherwise you will have to do it again.
Cubemaps aren't built. Cubemaps are responsible for reflections inside your map.
To build your cubemaps in Portal 2: you will need to copy your map to the Portal 2/portal2_dlc2/maps folder and run the console command buildcubemaps. Pretty straightforward no?
It may crash after it tries to load the map again, this is fine.
Copy your map back from the dlc folder and replace your older version of the map. This is the one you would release to the community. I suggest only to build the cubemaps when you want to release the map because otherwise you will have to do it again.
Quote from FireFusorf on July 13, 2012, 9:56 amThanks, I did what you said but I still have the same problem
. Any other ideas ?
Thanks, I did what you said but I still have the same problem . Any other ideas ?

Quote from ChickenMobile on July 13, 2012, 10:32 amDo you even have any cubemaps in your map? / map is a full compile?
Do you even have any cubemaps in your map? / map is a full compile?
Quote from FelixGriffin on July 13, 2012, 12:12 pmIf that's a standard dropper instance, it has an env_cubemap right in the middle.
Are you using the standard instance from the /gameplay/ or /p2editor/ folder?
If that's a standard dropper instance, it has an env_cubemap right in the middle.
Are you using the standard instance from the /gameplay/ or /p2editor/ folder?
Quote from FireFusorf on July 13, 2012, 3:24 pmI did the dropper myself with a prop_dynamic that has "dropper.mdl"(or whatever) in world model. I don't understand because I used to do this method in my last map and it worked perfectly... I don't know what to do. I tried to swich to the old aperture's dropper but same thing
EDIT : Thank you guys ! It's fixed now !
How ? I've just added an env_cubemaps and it workedI think the problem was not occuring in my previous map because of the elevator instances that have env_cubemaps
Anyway thank you for the help, I hope I will publish my work soon !
I did the dropper myself with a prop_dynamic that has "dropper.mdl"(or whatever) in world model. I don't understand because I used to do this method in my last map and it worked perfectly... I don't know what to do. I tried to swich to the old aperture's dropper but same thing
EDIT : Thank you guys ! It's fixed now !
How ? I've just added an env_cubemaps and it worked I think the problem was not occuring in my previous map because of the elevator instances that have env_cubemaps
Anyway thank you for the help, I hope I will publish my work soon !