Missing custom textures in map

spacenoobs

L1: Registered
May 10, 2014
22
0
Hi everyone...

so I made a new map... its really awesome... but... theres a problem.

Theres two custom textures I created... which aren't showing in the map... when someone else looks at them. I can see the textures, but when someone else downloads it... its missing for them.

...

I have a vague idea that it has something to do with me needing to "insert textures" into my map... but I still don't understand it.

I've used loads of "non-tf2" textures in the map... (from HL2 mostly), and they seem to work just fine?

Don't maps automatically include textures?? It would be weird if they don't.

Do maps just not include user created textures but do include valve created ones?

Even then... I don't know which program to use... i've heard someone say "pakrat" and someone else say its broken, so I don't know.
 

YM

LVL100 YM
aa
Dec 5, 2007
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They don't automatically include anything custom.
You need to add them to your BSP before giving it to a server or someone else.

Use Pakrat, Vide, packbsp

Everyone here will champion a different tool to pack your content with. None is really better than the others, it's all personal preference.

I like pakrat because it's simple. Though it has the drawback of having to add any model textures in manually, it doesn't find them with the auto button.
 

henke37

aa
Sep 23, 2011
2,075
515
You missed bspzip, the Valve provided official tool that is easy to add to the build steps and is fully automated.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Don't maps automatically include textures?? It would be weird if they don't.

Do maps just not include user created textures but do include valve created ones?
Maps don't need to include textures that are part of the game because they're part of the game. Y'see? The game knows where to look for them. Some games (*cough*BioShock*cough*) embed duplicate copies of all the textures and models directly into the map files to reduce seek time on the DVD, but the Source engine doesn't do that on any platform, to my knowledge.

Everyone here will champion a different tool to pack your content with. None is really better than the others, it's all personal preference.
I'm not aware of PackBSP working at all since last year's update; it was designed to scan the CGFs for official content to omit from the packing list, and never supported VPK in any capacity. VIDE works by scanning the game folder you specify for custom content to add to the packlist, which is why it was unaffected by the transition. I don't know what Pakrat does.
 

spacenoobs

L1: Registered
May 10, 2014
22
0
Thanks everyone...

I tried VIDE, but no change. Only I can see the custom textures... no one else.

Is it to do with the directories? I don't know how it works :(

Hammer has this listing:

Code:
brick/brickwall001     (inbuilt textures)
brick/brickfloor001
/sm_hidden_intel      (my custom textures)
/sm_jump_down

so its different because mine start with "/". I don't know why but that's how it ended up... and it works on my computer. My custom textures are directly in the materials folder, and TF2 finds them just fine.

Code:
E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials\sm_hidden_intel.vtf
E:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials\sm_jump_down.vtf
So... what should the path in... VIDE be? This is where I am confused :(

When I open my .BSP file in VIDE... I see paths like this:

Code:
blendrockgravel001_a_wmt_patch.vmt     /materials/maps/ctf_spiral_missile/nature

OK great... So that's already not the same path? I'm confused already. However... my paths ended up like this:

Code:
sm_hidden_intel.vmt     /materials/maps/ctf_spiral_missile
sm_hidden_intel.vmf     /materials/maps/ctf_spiral_missile
sm_jump_down.vmt     /materials/maps/ctf_spiral_missile
sm_jump_down.vmf     /materials/maps/ctf_spiral_missile

I have no idea whats what anymore this is too confusing. Why do I even have to do all this? I just want my texture to work :(
 
Last edited:

YM

LVL100 YM
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Dec 5, 2007
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ignore the patch vmts, they're autogenerated.

if your files are in tf/materials/ then the path in vide should be materials/

(They really ought to be in a subfolder of materials/, on your hdd and in vide but that's just for neatness)