Attempted to precache unknown particle system "Blizzard"

Any aspects of level design for the Source engine.

Attempted to precache unknown particle system "Blizzard"

Postby Videowarrior on Mon Jul 29, 2013 11:34 pm

So I've been fiddling with the particle system for a bit and decided I wanted to start working on a blizzard-style map (bunch of snow, wind, etc.) but now I'm having problems with the particle system not actually initializing within my maps.

I'm going to walk you through what I did, let me know if I missed something...

Step 1: I created my custom particle "Blizzard" and named the .PCF file "snowblizzard.pcf"
Image

Step 2: Added the line:
Code: Select all
"file"   "!particles/snowblizzard.pcf"

To my particles_manifest.txt file (Which is located at hl2/particles):
Code: Select all
particles_manifest
{
   "file"      "particles/error.pcf"
   "file"      "particles/antlion_blood.pcf"
   "file"      "particles/blood_impact.pcf"
   "file"      "particles/water_impact.pcf"
   "file"      "particles/fire_01.pcf"
   "file"      "particles/burning_fx.pcf"
   "file"      "particles/combineball.pcf"
   "file"      "particles/vortigaunt_fx.pcf"
   "file"      "particles/rocket_fx.pcf"
   "file"      "!particles/snowblizzard.pcf"
}


Step 3: Created a seamless map (No leaks here!) with nothing but a info_player_start, light_environment, and a info_particle_system entity with the following settings:
Image

Compiled without error's
Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Videowarrior\Desktop\dustpuff.vmf"

Valve Software - vbsp.exe (Jun 20 2013)
6 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\materials
Loading C:\Users\Videowarrior\Desktop\dustpuff.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Videowarrior\Desktop\dustpuff.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09_hdr*.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) (3189 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 5
Reduced 3 texdatas to 3 (63 bytes to 63)
Writing C:\Users\Videowarrior\Desktop\dustpuff.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Videowarrior\Desktop\dustpuff"

Valve Software - vvis.exe (Jun 20 2013)
6 threads
reading c:\users\videowarrior\desktop\dustpuff.bsp
reading c:\users\videowarrior\desktop\dustpuff.prt
   4 portalclusters
   4 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44  compressed from 64
writing c:\users\videowarrior\desktop\dustpuff.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Videowarrior\Desktop\dustpuff"

Valve Software - vrad.exe SSE (Jun 20 2013)

      Valve Radiosity Simulator     
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\videowarrior\desktop\dustpuff.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
54 faces
316757 square feet [45613056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
54 patches before subdivision
2294 patches after subdivision
2 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 879, max 277
transfer lists:   0.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(24, 19, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0013 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                   2/1024           96/49152    ( 0.2%)
brushes                  8/8192           96/98304    ( 0.1%)
brushsides              48/65536         384/524288   ( 0.1%)
planes                  54/65536        1080/1310720  ( 0.1%)
vertexes                83/65536         996/786432   ( 0.1%)
nodes                   29/65536         928/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 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_lmsamples           0/0               0/0        ( 0.0%)
faces                   54/65536        3024/3670016  ( 0.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               12/65536         672/3670016  ( 0.0%)
leaves                  32/65536        1024/2097152  ( 0.0%)
leaffaces               54/65536         108/131072   ( 0.1%)
leafbrushes             40/65536          80/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              280/512000       1120/2048000  ( 0.1%)
edges                  153/256000        612/1024000  ( 0.1%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       71968/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          44/16777216 ( 0.0%)
entdata               [variable]         907/393216   ( 0.2%)
LDR ambient table       32/65536         128/262144   ( 0.0%)
HDR ambient table       32/65536         128/262144   ( 0.0%)
LDR leaf ambient        55/65536        1540/1835008  ( 0.1%)
HDR leaf ambient        32/65536         896/1835008  ( 0.0%)
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]       86742/0        ( 0.0%)
physics               [variable]        3189/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 124
Writing c:\users\videowarrior\desktop\dustpuff.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jun 20 2013)

      Valve Radiosity Simulator     
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\videowarrior\desktop\dustpuff.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
54 faces
316757 square feet [45613056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
54 patches before subdivision
2294 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 879, max 277
transfer lists:   0.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(24, 19, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 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                   2/1024           96/49152    ( 0.2%)
brushes                  8/8192           96/98304    ( 0.1%)
brushsides              48/65536         384/524288   ( 0.1%)
planes                  54/65536        1080/1310720  ( 0.1%)
vertexes                83/65536         996/786432   ( 0.1%)
nodes                   29/65536         928/2097152  ( 0.0%)
texinfos                 5/12288         360/884736   ( 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_lmsamples           0/0               0/0        ( 0.0%)
faces                   54/65536        3024/3670016  ( 0.1%)
hdr faces               54/65536        3024/3670016  ( 0.1%)
origfaces               12/65536         672/3670016  ( 0.0%)
leaves                  32/65536        1024/2097152  ( 0.0%)
leaffaces               54/65536         108/131072   ( 0.1%)
leafbrushes             40/65536          80/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              280/512000       1120/2048000  ( 0.1%)
edges                  153/256000        612/1024000  ( 0.1%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          2/8192          176/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       71968/0        ( 0.0%)
HDR lightdata         [variable]       71968/0        ( 0.0%)
visdata               [variable]          44/16777216 ( 0.0%)
entdata               [variable]         907/393216   ( 0.2%)
LDR ambient table       32/65536         128/262144   ( 0.0%)
HDR ambient table       32/65536         128/262144   ( 0.0%)
LDR leaf ambient        55/65536        1540/1835008  ( 0.1%)
HDR leaf ambient        55/65536        1540/1835008  ( 0.1%)
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]       86742/0        ( 0.0%)
physics               [variable]        3189/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 124
Writing c:\users\videowarrior\desktop\dustpuff.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Videowarrior\Desktop\dustpuff.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\maps\dustpuff.bsp"


And after all that careful placement..
Image

What the hell did I miss? I've also tried the "per-map" manifest files, but that doesn't work either.
I'm trying to get this particle to work for hl2 but I've also tried it with ep2 and I get the same problem. If one of you could help solve this mystery for me I'd love you forever :[]:
Videowarrior
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Re: Attempted to precache unknown particle system "Blizzard"

Postby marnamai on Mon Jul 29, 2013 11:38 pm

remove the "!", place all your custom particle pcf files in particles folder
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Re: Attempted to precache unknown particle system "Blizzard"

Postby Videowarrior on Mon Jul 29, 2013 11:43 pm

marnamai wrote:remove the "!", place all your custom particle pcf files in particles folder

I tried it with and without the "!" and it didn't help (I assumed that the ! would help because it cache's the particle globally) and the particle is in the particles folder.
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Re: Attempted to precache unknown particle system "Blizzard"

Postby marnamai on Mon Jul 29, 2013 11:52 pm

Hmm didn't know about "!", is it documented anywhere? Valve hasn't used it if I recall correctly.

I see you're using the steampipe HL2 particle editor, might still be buggy ... have you tried the one from source sdk base 2013?
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Re: Attempted to precache unknown particle system "Blizzard"

Postby Videowarrior on Tue Jul 30, 2013 12:03 am

marnamai wrote:Hmm didn't know about "!", is it documented anywhere? Valve hasn't used it if I recall correctly.

I see you're using the steampipe HL2 particle editor, might still be buggy ... have you tried the one from source sdk base 2013?

I'll give it a shot, I'll let you know if using 2013 fixes it.
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Re: Attempted to precache unknown particle system "Blizzard"

Postby Videowarrior on Tue Jul 30, 2013 12:17 am

Nope, using SDK Base 2013 still gives me the error "Attemped to precache unknown particle system "Blizzard"

Edit: Actually you know what? I'll try adding the particle and the modified manifest file to the hl2 VPK tree and see if that works, that way we can be sure that the file is getting loaded.
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Re: Attempted to precache unknown particle system "Blizzard"

Postby Videowarrior on Tue Jul 30, 2013 12:34 am

LO AND BEHOLD, IT WORKS.

I'll post a tutorial on this in a bit, I guess the whole solution was to simply create a custom VPK file containing the particles. Hell yeah!
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Re: Attempted to precache unknown particle system "Blizzard"

Postby jimonions on Tue Jul 30, 2013 4:53 am

Great I had given up on this. Thanks for the fix.
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Re: Attempted to precache unknown particle system "Blizzard"

Postby ScarT on Tue Jul 30, 2013 10:14 am

"!" is a flag you can set to the particle gets precached globally whether its used or not if I recall correctly.
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Re: Attempted to precache unknown particle system "Blizzard"

Postby Sagehorn on Sun Sep 01, 2013 3:00 am

Weird. I have the same problem, and I was able to "reproduce" that vpk solution only one time. Now it doesn't work anymore, at all. Have the same error messages and made everything according to plan. Hate that sh*t ^^

I'd like to understand the structure/system.. maybe I'm able to understand it then..
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