having trouble packing textures - vide

mint onion

L3: Member
Jul 18, 2013
101
45
having trouble packing textures - vide [img hvy]

sorry for the massive wall of images and text. 1. i don't know what i'm doing wrong and 2. i thought it might help others down the road if i shared as much detail as i could.

i've heard others have had difficulty using Vide and yet others recommended it, so it must work some of the time. i like its interface compared to the couple other utilities i've tried so i'd like and stick with Vide if it will work.

i'll share my setup and the steps i've been using and maybe that will help clarify some common misstep.

this might be rather extensive collection of screenshots because it's been a very frustrating problem to try and figure out. (if you see anything else in the screenshots you think i should know about, please let me know.)

this is what my Steam directories look like:
Hammer02.png


this is where i paste or extract custom content downloaded from this site:
Hammer03.png


these are my Hammer settings:
Hammer01.png


the textures and models load in Hammer automatically and appear to be working correctly. models are in the viewer and textures are in the browser.

i make a map using these assets and compile the map:
Hammer04.png


this is the compile log:
Code:
** Executing...
** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\custom maps\cp_strain_a5.vmf"

Valve Software - vbsp.exe (Feb 14 2014)
8 threads
materialPath: E:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading E:\custom maps\cp_strain_a5.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_strain_a5/dev/dev_blendmeasure_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 984 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\custom maps\cp_strain_a5.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward to build the default cubemap!
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 (1) (572175 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3284 texinfos to 1837
Reduced 58 texdatas to 53 (1831 bytes to 1723)
Writing E:\custom maps\cp_strain_a5.bsp
4 seconds elapsed

** Executing...
** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\custom maps\cp_strain_a5"

Valve Software - vvis.exe (Feb 14 2014)
8 threads
reading e:\custom maps\cp_strain_a5.bsp
reading e:\custom maps\cp_strain_a5.prt
 785 portalclusters
2368 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 (18)
Optimized: 4412 visible clusters (1.58%)
Total clusters visible: 279115
Average clusters visible: 355
Building PAS...
Average clusters audible: 782
visdatasize:153685  compressed from 163280
writing e:\custom maps\cp_strain_a5.bsp
18 seconds elapsed

** Executing...
** Command: "E:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" "E:\custom maps\cp_strain_a5"

Valve Software - vrad.exe SSE (Feb 14 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\custom maps\cp_strain_a5.bsp
Setting up ray-trace acceleration structure... Done (0.69 seconds)
6683 faces
1792386 square feet [258103616.00 square inches]
2 Displacements
1800 Square Feet [259286.70 Square Inches]
6683 patches before subdivision
146805 patches after subdivision
sun extent from map=0.008727
38 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 13983711, max 735
transfer lists: 106.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(975584, 827125, 685767)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(98661, 74051, 65283)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(12048, 7965, 7666)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1716, 1003, 1040)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(264, 138, 154)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(44, 20, 24)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(7, 3, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 0, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0271 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  67/1024         3216/49152    ( 6.5%) 
brushes               1617/8192        19404/98304    (19.7%) 
brushsides           12430/65536       99440/524288   (19.0%) 
planes                6366/65536      127320/1310720  ( 9.7%) 
vertexes             11106/65536      133272/786432   (16.9%) 
nodes                 2012/65536       64384/2097152  ( 3.1%) 
texinfos              1837/12288      132264/884736   (14.9%) 
texdata                 53/2048         1696/65536    ( 2.6%) 
dispinfos                2/0             352/0        ( 0.0%) 
disp_verts              50/0            1000/0        ( 0.0%) 
disp_tris               64/0             128/0        ( 0.0%) 
disp_lmsamples        4368/0            4368/0        ( 0.0%) 
faces                 6683/65536      374248/3670016  (10.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4571/65536      255976/3670016  ( 7.0%) 
leaves                2080/65536       66560/2097152  ( 3.2%) 
leaffaces             8482/65536       16964/131072   (12.9%) 
leafbrushes           3046/65536        6092/131072   ( 4.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            49355/512000     197420/2048000  ( 9.6%) 
edges                32327/256000     129308/1024000  (12.6%) 
LDR worldlights         38/8192         3344/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            596/32768        5960/327680   ( 1.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         12582/65536       25164/131072   (19.2%) 
cubemapsamples          15/1024          240/16384    ( 1.5%) 
overlays                14/512          4928/180224   ( 2.7%) 
LDR lightdata         [variable]     4529708/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      153685/16777216 ( 0.9%) 
entdata               [variable]       62505/393216   (15.9%) 
LDR ambient table     2080/65536        8320/262144   ( 3.2%) 
HDR ambient table     2080/65536        8320/262144   ( 3.2%) 
LDR leaf ambient     12537/65536      351036/1835008  (19.1%) 
HDR leaf ambient      2080/65536       58240/1835008  ( 3.2%) 
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]           1/23930    ( 0.0%) 
pakfile               [variable]        6503/0        ( 0.0%) 
physics               [variable]      572175/4194304  (13.6%) 
physics terrain       [variable]         360/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 17717
Writing e:\custom maps\cp_strain_a5.bsp
30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\custom maps\cp_strain_a5.bsp" "E:\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_strain_a5.bsp"


** Executing...
** Command: "E:\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "E:\Steam\SteamApps\common\Team Fortress 2\tf" -dev -console -sw +sv_lan 1 +map "cp_strain_a5" -steam

i run through the map and look for any mistakes in the compile. the green arrows are some custom assets working locally, as expected.
Hammer05.png


i exit out, start up TF2 normally and run through the building cubemaps process.

Here's my console readout after building my cubemaps:
Code:
___________________________________________________________________ 
Kaizen's Team Fortress 2 Performance Config (v1.0) 
[url]http://www.nextlevelgamer.com[/url] 
___________________________________________________________________ 
Kaizen's TF2 performance config is designed to boost your frame 
rates (FPS) while maintaining the best possible graphics experience. 
It also attempts to improve hit registration (i.e. the accuracy of 
your shots) by optimizing your network settings. 
 
Go ahead and tweak any of the settings in this cfg to your liking, 
descriptions of what commands do are usually provided. 
Brightness too low? Set mat_monitorgamma_tv_enabled to 1.6 
 
If you have any suggestions, questions or other feedback please 
visit [url]www.nextlevelgamer.com[/url] and post on the forums. 
 
 
Enjoy! 
 - Kaizen (kaizen@nextlevelgamer.com) 
 
P.S. Read the Team Fortress 2 performance guide @ [url]www.nextlevelgamer.com[/url] 
Removal instructions can be found by editing this file in a text editor. 
___________________________________________________________________ 
 
Not playing a local game.
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file resource/UI/MainMenuOverride.res
resource/UI/MainMenuOverride.res, (*StoreHighlightPanel*), (*CloseButton*), (*subimage*), (*scaleImage*), (*subimage*), 
Changing resolutions from (1920, 1080) -> (1920, 1080)
Unable to remove e:\steam\steamapps\common\team fortress 2\tf\textwindow_temp.html!
KeyValues Error: RecursiveLoadFromBuffer:  got EOF instead of keyname in file resource/UI/MainMenuOverride.res
resource/UI/MainMenuOverride.res, (*StoreHighlightPanel*), (*CloseButton*), (*subimage*), (*scaleImage*), (*subimage*), 
Can't use cheat cvar fog_start in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_end in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_startskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar fog_endskybox in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_farz in multiplayer, unless the server has sv_cheats set to 1.
Applying new item schema, version 2F3A5426
Applied updated item schema from GC. 2153809 bytes, version 2F3A5426.
] mat_specular 0
maxplayers set to 24
Unknown command "setmaster"
maxplayers set to 24
Network: IP 192.168.1.100, mode MP, dedicated No, ports 27015 SV / 27005 CL
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
Failed, using default cubemap 'engine/defaultcubemap'
SOLID_VPHYSICS static prop with no vphysics model! (models/props_medical/street_sign002.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_medical/street_sign002.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/scenes/bananana_peel.mdl)
Using map cycle file 'cfg/mapcycle_default.txt'.  ('cfg/mapcycle.txt' was not found.)
Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
*********************************************************
*	Unable to load Steam support library.*
*	This server will operate in LAN mode only.*
*********************************************************
'listenserver.cfg' not present; not executing.
'cp_strain_a5.cfg' not present; not executing.
NULL ISteamGameServer in ConnectClient. Steam authentication may fail.

Team Fortress
Map: cp_strain_a5
Players: 1 / 24
Build: 2123087
Server Number: 1

The server is using sv_pure 0.  (Enforcing consistency for select files only)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardrt)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardbk)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardlf)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardft)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardup)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwarddn)
Unable to initialize DirectSoundCapture. You won't be able to speak to other players.Cannot verify load for invalid steam ID [I:0:0]
killnpc connected
Compact freed 475136 bytes
Redownloading all lightmaps
] buildcubemaps 
bounce: 1/1 sample: 1/15
bounce: 1/1 sample: 2/15
bounce: 1/1 sample: 3/15
bounce: 1/1 sample: 4/15
bounce: 1/1 sample: 5/15
bounce: 1/1 sample: 6/15
bounce: 1/1 sample: 7/15
bounce: 1/1 sample: 8/15
bounce: 1/1 sample: 9/15
bounce: 1/1 sample: 10/15
bounce: 1/1 sample: 11/15
bounce: 1/1 sample: 12/15
bounce: 1/1 sample: 13/15
bounce: 1/1 sample: 14/15
bounce: 1/1 sample: 15/15
Can't load skybox file sky_upward to build the default cubemap!
] mat_specular 1
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardrt)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardbk)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardlf)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_upwardft)
MDLCache: Failed load of .VVD data for bots/boss_bot/anim_tank.mdl
Redownloading all lightmaps
] map cp_5gorge
Dropped killnpc from server (Server shutting down)
Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
'listenserver.cfg' not present; not executing.
'cp_5gorge.cfg' not present; not executing.
NULL ISteamGameServer in ConnectClient. Steam authentication may fail.

Team Fortress
Map: cp_5gorge
Players: 1 / 24
Build: 2123087
Server Number: 2

The server is using sv_pure 0.  (Enforcing consistency for select files only)
Unable to initialize DirectSoundCapture. You won't be able to speak to other players.Cannot verify load for invalid steam ID [I:0:0]
killnpc connected
Compact freed 225280 bytes
Redownloading all lightmaps
Can't use cheat command mat_reloadallmaterials in multiplayer, unless the server has sv_cheats set to 1.
] map cp_strain_a5
Dropped killnpc from server (Disconnect by user.)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_medical/street_sign002.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_medical/street_sign002.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/scenes/bananana_peel.mdl)
Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
'listenserver.cfg' not present; not executing.
'cp_strain_a5.cfg' not present; not executing.
NULL ISteamGameServer in ConnectClient. Steam authentication may fail.

Team Fortress
Map: cp_strain_a5
Players: 1 / 24
Build: 2123087
Server Number: 3

The server is using sv_pure 0.  (Enforcing consistency for select files only)
Unable to initialize DirectSoundCapture. You won't be able to speak to other players.Cannot verify load for invalid steam ID [I:0:0]
killnpc connected
Compact freed 1073152 bytes
Redownloading all lightmaps

i open VIDE and its Pakfile Lump Editor
Vide01.png


then open my bsp from this directory:
E:\Steam\SteamApps\common\Team Fortress 2\tf\maps
Vide02.png


i hit scan, scan again, then auto and it only adds the ain path file:
Vide03.png


i hit apply, and it adds it. then i hit save:
Vide04.png


i know there are more files than this...

in my previous attempts i extracted the custom assets into the tf directory (E:\Steam\SteamApps\common\Team Fortress 2\tf) and thought that might have been my problem. but Vide found even less with its auto-scan after moving them into the custom folder (E:\Steam\SteamApps\common\Team Fortress 2\tf\custom\tf2maps_net)

here's a portion of the different WADs used in the map:
Hammer06.png


so i share the map with a friend just to make sure it's fucked like i expect it to be. sure enough there are broken models "error" and textures "pink/black checkers" and he got me this screenshot:
Hammer07.png


what confuses me most of all is when i try backing-up, moving, and delete any trace of the map to another drive. when i re-download the map and play it, the textures and models do not appear broken! i don't want to have to pester a friend each time i want to check for broken textures.
 
Last edited:

mint onion

L3: Member
Jul 18, 2013
101
45
so i'm actually allowing my eyes to focus and read buttons in Vide. in doing so i noticed i need to define the directory to scan, which yielded much better results.

scan:
Vide05.png


auto:
Vide06.png


the construction pack i downloaded made it's own directory in my custom folder so i scanned that as well and found a few more. i assumed it scanned all sub-directories but it's obvious now that isn't the case.

unfortunately, when i tried to save this happened:
Vide07.png
 

mint onion

L3: Member
Jul 18, 2013
101
45
it would appear i've successfully packed the textures to the bsp using Vide!

so if i save the bsp each time after scanning and applying the auto highlights for each directory, not only do i not get that error, but my friend tested the file and it worked!

napoleon-dynamite.jpg


*pats a cricket on the head*
 

henke37

aa
Sep 23, 2011
2,075
515
Now if only you could automate this so that it is part of the build process.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Yes. Please. PLEASE. Also make sure it is able to extract and pack things from vpk files in your /custom directory, many models are being distributed that way these days, and as I use pakrat, I have to extract them into the old file structure to pack them into my bsp.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Well you figured it out yourself, but yes, VIDE is too old to understand the new structure.

Yes. Please. PLEASE. Also make sure it is able to extract and pack things from vpk files in your /custom directory, many models are being distributed that way these days, and as I use pakrat, I have to extract them into the old file structure to pack them into my bsp.
While I guess it would be good for a packer to support that option, I think the onus is really on the content creators. When you're releasing something for a mapper to use, it will obviously need to be packed in, and thus should not be released in a VPK.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm pretty unaware of the current state of things but would it be worth considering building a new paking tool for source? </leTopicHijack>
PackBSP is open source. Coding an upgrade would probably make more sense given its name recognition.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
PackBSP is open source. Coding an upgrade would probably make more sense given its name recognition.
yeah I've been eyeballin packbsp on github for a while now, but java stinks :eek:)
I'd consider starting from scratch.

I'd definitely go for something cross platform tho (just to be sure, you never know)