Help Materials not found after Compile

Toxindude

L3: Member
Aug 2, 2012
103
4
I just was running a test in my tester map. I ran compile and got this.

Material not found!: TOOLS/TOOLSNODRAW
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Material not found!: GLASS/GLASSWINDOW001A
Material not found!: CONCRETE/COMPUTERWALL005D
Material not found!: CONCRETE/COMPUTERWALL005A
Material not found!: CONCRETE/COMPUTERWALL005
Material not found!: METAL/METALCHROME001
Material not found!: METAL/METALCHROME002
Material not found!: CONCRETE/CONCRETEWALL001E
Material not found!: CONCRETE/CONCRETEWALL012Z
Material not found!: CONCRETE/COMPUTERWALL003A
Material not found!: TOOLS/TOOLSSKIP
Material not found!: TOOLS/TOOLSHINT

What is the deal ???
 

Toxindude

L3: Member
Aug 2, 2012
103
4
In game shows all the tool textures and nodraw stuff that should not be visible.

I never had this issue before the update. Its like the files not longer exists or something. Even prefabs don't show up in hammer the file is empty. Do I need to move some files over somewhere?

Also I am runnin hammer from the hammer.bat file. I also went into TF2 properties the other day and switched over to hammer beta. This seems to be a common issue around here. We are all just naming the topic differently.

The beta is also asking for a game key. Where the heck do I get that? Is this the problem so many are having?
 
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Brewskii187

L1: Registered
May 16, 2013
16
1
Im on the beta sdk, and I updated my tf2 client yesterday. after the update, I have the same problems as you. Also tool textures are showing up in the compiled map as regular brushes.


I compiled right before I updated and right after, so I can confirm the update borked the sdk.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Im on the beta sdk, and I updated my tf2 client yesterday. after the update, I have the same problems as you. Also tool textures are showing up in the compiled map as regular brushes.


I compiled right before I updated and right after, so I can confirm the update borked the sdk.

Follow this link http://forums.tf2maps.net/showthread.php?t=21166

Do exactly as he says. When your done only use hammer.bat to do your editing save your map there. Then open up SDK in steam run hammer but don't edit the map only use this to compile the map, it works perfectly I have done it.

Just an fyi incase your worried. Changing Game Config under Steam SDK does not affect the Hammer.bat editor they are both separate
 
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duppy

L1: Registered
Feb 16, 2012
35
8
When your done only use hammer.bat to do your editing save your map there. Then open up SDK in steam run hammer but don't edit the map only use this to compile the map, it works perfectly I have done it.

So the current work-around is to install both the "sdktools_beta" (part of the tf2 beta that uses hammer.bat), and regular "Source SDK" (which has the launcher) that we used before all this mess? And then use the sdktools beta to edit the map, and source sdk to compile?

*sigh*...I really wish Valve would have sorted out this out before SteamPipe. It's funny how they just released "the first entirely community-created update" (Robotic Boogaloo) when all our tools are pretty much broken now and require us to jump through hoops just to get them working.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Yeah thats the only loup hole we have all found around this. The only thing I've noticed is when I go to mat_wireframe all the models show up with the purple black checker board on them this makes it difficult to see if my optimization is working out when I use the hint tool.
 
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duppy

L1: Registered
Feb 16, 2012
35
8
Okay, I guess I'll try that out, thanks. As for that wireframe bug (I get it too), there's another way to display wireframe which is 'r_drawworld 2' and 'r_drawworld 1' to disable it. There's various other r_draw* commands that will draw wireframe if you specify the number '2' as the parameter, but some of those have bugged purple checkerboard textures too.
 

RogerMasters

L2: Junior Member
Dec 15, 2008
61
8
I just was running a test in my tester map. I ran compile and got this.

Material not found!: TOOLS/TOOLSNODRAW
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Material not found!: GLASS/GLASSWINDOW001A
Material not found!: CONCRETE/COMPUTERWALL005D
Material not found!: CONCRETE/COMPUTERWALL005A
Material not found!: CONCRETE/COMPUTERWALL005
Material not found!: METAL/METALCHROME001
Material not found!: METAL/METALCHROME002
Material not found!: CONCRETE/CONCRETEWALL001E
Material not found!: CONCRETE/CONCRETEWALL012Z
Material not found!: CONCRETE/COMPUTERWALL003A
Material not found!: TOOLS/TOOLSSKIP
Material not found!: TOOLS/TOOLSHINT

What is the deal ???

I found that is a dll that does the job of connecting the textures for the build tools, the MaterialSystem.dll, I subistitui with an old standard and worked here
Take the test you guys, for those who do not have this dll I provide my:
https://dl.dropboxusercontent.com/u/3085802/MaterialSystem.zip
Remembering to make a copy of the original dll

Descobri que é uma dll que faz o trabalho de ligar as texturas para as ferramentas de compilação, a MaterialSystem.dll, eu a subistitui com uma antiga e funcionou aqui normal
Faça o teste voces , para quem nao tem esta dll eu forneço a minha:
https://dl.dropboxusercontent.com/u/3085802/MaterialSystem.zip
Lembrando que faça um copia da dll original