Pakratting fails for hud icons

  • If you're asking a question make sure to set the thread type to be a question!

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
I need your help guys. It used to work with all previous versions of my map, but for some reason, it doesn't work with this one any more.
I pakrat all the custom MvM HUD icons from materials/hud into my BSP. To test if they're packed correctly, I rename the materials/hud folder in my local TF2 folder to hud2 or something like that to see if they display correctly because they're pakratted in the BSP. Yet they appear as purple/black "missing" textures in game when I do that, indicating that something went wrong with the pakratting.

I'm sure their path in the VMT is correct, because when I change the name from the local folder back to the correct name materials/hud, they display just fine.
Alias suggested to check if I subscribed to my own map in the workshop and that perhaps something messes up with that, but I'm not subscribed so I really don't know what the hell I did wrong. All the other custom assets (sounds, soundscape scripts, models and materials) are pakratted fine and show up fine. It's just the hud icons.

I uploaded a rar with the BSP (in which the icons are pakratted), the materials/hud folder and the popfile here. If anyone can check it and tell me what the hell's the matter with that thing, I'd be very grateful.
https://www.dropbox.com/s/48x37nid4aoyxbz/mvm_yucatan_hud_bullshit.rar?dl=1
 

Egan

aa
Feb 14, 2010
1,375
1,720
Yeah this was happening for me too. Roflman mentioned not being able to properly pack the capture point icons into his defusal map so I gave it a go myself and every time I loaded up a copy with the packed materials they'd appear as purple & black.

Things I tried:
  • Matching the vmt parameters to existing materials that worked in previous maps. -> Still broke.
  • Making sure the names and paths were all correct. -> No effect, still broke.
  • Only packing the icons. -> I only checked once but they appeared fine until I did a mat_reloadallmaterials in which case they broke.
  • Packing everything but the icons. -> Other things worked.
  • Testing old maps. -> Old packed icons still appear to work.
 
Last edited:
Oct 6, 2008
1,947
445

Roll

-in a daze-
aa
Jun 19, 2009
118
265
As Egan said I'm running into this issue as well. I packed control point icons that go missing when I test them out. Everything else I pack with them works fine, just not the HUD elements.

2d75CkM.jpg
VWBRRVe.jpg


Console prints out:
--- Missing Vgui material vgui/..\sprites/obj_icons/icon_obj_bomb_neutral_locked

Also, I tried loading an older version of my map which worked properly months ago and ctf_eggwar which I also know had custom CP icons and those come up missing, too. So it seems as though something recently broke custom HUD elements.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Well, at least I seem not to be the only one with this issue.
Probably something Valve ****ed up. I'll just manually put them in the rar-file. I don't mind if other people want to use these HUD icons for their stuff anyway.

Thanks, gentlemen
 
Oct 6, 2008
1,947
445
Did you also modify/pak your corresponding HUD files?

resource>HUDName.res and HUDName.txt files < these may also be in the UI folder inside the resource file
resource>clientscheme
scripts>hudanimations and there's one more there - refer to the link file above to find the name of it (I'm currently at work)

They also have to me packed into the map for it to work
 
Last edited:

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I also had the same issue so I did the sane thing and simply gave up.
 
Oct 6, 2008
1,947
445
Guys - I just spent eons doing this - and it seems to be working but it's really tricky hopefully I can post something for you later today
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Also, I tried loading an older version of my map which worked properly months ago and ctf_eggwar which I also know had custom CP icons and those come up missing, too. So it seems as though something recently broke custom HUD elements.
...who touched my eggs? WHO TOUCHED MY EGGS!? VALVE YOU WILL PAY FOR THIS IN GULAG!
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
You'd expect that if someone knows how to put a bsp and nav in the correct folder, they can put the hud icons in the correct folder as well.
So... let's just release this thing on the workshop and fix it in a later release.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
For the record, I just checked it and I'll confirm that valve mucked something up. Eggwar's icons will not load from the embed, only from the external directories.

Does anyone know if someone has contacted valve about this? If not I'll throw them a message.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
For the record, I just checked it and I'll confirm that valve mucked something up. Eggwar's icons will not load from the embed, only from the external directories.

Does anyone know if someone has contacted valve about this? If not I'll throw them a message.
I haven't but who do you contact anyway? I remember back in the days I mapped for L4D2, Chet Faliszek was the unofficial spokesperson for the mapper community. Is that the same with TF2?
 
Oct 6, 2008
1,947
445
Oct 6, 2008
1,947
445
Guys I also forgot that you may also have to pack in the clientsceme file
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Another thing i had was that skullcove even after the fix still didnt have cubemaps. Yet inside the file i uploaded it they were there. I had to reupload the map for that.

However, just like everyone else custom content that is packed does not load so the 2 posters, the nav and popfile also dont work.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Was there ever any fix for this? This very issue is messing up my 72HR entry.

It's no more than replacement VTFs going over the RED payload cart icons and an invisible one removing the alert. Everything else is packed alright, but this has issues and I can't find a workaround at all.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Was there ever any fix for this? This very issue is messing up my 72HR entry.

It's no more than replacement VTFs going over the RED payload cart icons and an invisible one removing the alert. Everything else is packed alright, but this has issues and I can't find a workaround at all.
Does the contest entry have to be just one single BSP? Because if you put them in your materials/hud folder manually, it will work.
Haven't tried it again recently though. For all I know, they fixed it.