respawn room visualizers arent fading

tyler

aa
Sep 11, 2013
5,102
4,621
weird problem
they work but they are fuzzy and dont fade

4slio.jpg


like this far away
they should be faded

dont see any difference between mine and
the ones in stock maps
as far as setting them up i mean

anyone have any ideas
 
Mar 23, 2013
1,013
347
weird problem
they work but they are fuzzy and dont fade

4slio.jpg


like this far away
they should be faded

dont see any difference between mine and
the ones in stock maps
as far as setting them up i mean

anyone have any ideas


I noticed the same after I instaled the ultimate mapping resource pack.

http://forums.tf2maps.net/showthread.php?t=4674

Mapping mapping resource pack thread said:
IMPORTANT: The "Material Browser" improvements necessitate overriding some of the default materials. This may cause problems when playing on pure servers!

This is probably the cause. If it annoys you, search for a vmt for the no-entry texture which the pack has placed and delete it
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Oh shoot, looks like I missed something? When I got the pack ready for steampipe I removed several things I knew would conflict. That warning is really only about pure servers, you actually shouldn't see any difference visually. Most of the material edits I did were ones that do not affect the appearance in-game. That is one of the few that required a significant change so that it would show up nice in Hammer, and it seems I forgot about it.

My main computer with all the resources and stuff for assembling my pack installer won't be back up and running for about another week, so I can't get out a pack update until then. I'll try to remember to do that as soon as possible. I'm surprised nobody has mentioned this sooner, it seems obnoxiously obvious :(

edit: oh and to clarify this is a local issue just for people who have my pack. it isn't in your map nor will regular people see it.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Shame there's not a thing in place that lets you set separate materials/textures for Hammer that don't affect the actual game.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Note that your vmt is outdated compared to the valve one. Thats why it has lost its fade distance since the new version explicitly mentions it:
"$playerdistance" "0"
"$distanceclamped" "0"
"$distanceinverted" "0"
"$teammatch" "0"
"$matchinverted" "0"
"$endalpha" "0"
"$one" "2"
"$fadedistance" "800"
$distancealpha 1
Prob not something that ABS would have issues with in finding it out but if he hasnt its just faster to mention it so it saves time.
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
It's not outdated, it is edited on purpose. The material itself has from the beginning been a very "advanced" material with heavy proxy use and edge-case parameters. Those features are what made it appear as solid white in Shaded Textured view mode in Hammer because the rendering engine there doesn't support the features properly. Since the old SDK had a content search path the game did not have, I was able to remove all the other stuff to make it look right in Hammer without affecting the game... now that isn't possible so I need to remove it (as I have with other such materials).
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Yeah... I'm thinking about mailing valve about it and see if we can have that back. It was one really nice feature of the standalone SDK.

Wait, really? How did it work back then?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
There were additional search paths used that were within the SDK directory. All of my resource pack content resided in steamapps\user\source_sdk\bin\orangebox\tf (same for other engines/games). If you haven't removed the old SDK from your system it is probably still all there, too.
This had the advantage of letting me customize anything at all to work better in Hammer, and it would have no affect on the game itself with the added bonus that it would all be invisible to custom content packers so there was no risk of them being confused and uselessly packing in my version of toolsnodraw or whatever.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Computer finally fixed. Updated my pack and removed no_entry from the VPK. Looking at my files I intended to do it, but I guess I failed to pack the VPK one last time before I assembled the installer last time.