2 Problems in a thread...

Discussion in 'Mapping Questions & Discussion' started by TMB, Jun 1, 2016.

  1. TMB

    TMB Banned

    Messages:
    827
    Positive Ratings:
    287
    Wow, yes, i have 2 problems and i decide do it in 1 post...

    1. Skybox Name
    Well, maybe you know that im making skybox now, but i have a problem... the name.
    I watched the sky list page but there is somethings that i dont undesrtand:
    -Why 2Fort sky have the number 04?
    -The name of the skybox must be the name of the map?
    -What is exactly the difference betwenn sky_well_01 and sky_well_02?
    -Why Upward sky dont have number?

    2. Texture Problem
    In hammer when you dont have a texture you see a white texture... the problem is that i have a lot of white textures, basically in the new maps, can someone put a link or something to download the all textures?
     
  2. Vel0city

    aa Vel0city func_fish

    Messages:
    1,930
    Positive Ratings:
    1,540
    1:

    -tf2_sky_04 was probably the 4th skybox Valve created, before the other maps got their own skybox name.
    -Nope. You just have to reference the skybox name in the map properties. If it's a custom skybox, you should put it in tf/materials/skybox/yourskybox/yourskybox.vtf\vmt, and then reference it via the map properties.
    -From the wiki there doesn't seem to be a difference between the two, other than the fact that the new skybox is used only on Watergate so it must be different somehow. Probing @Egan for an answer on that.
    -Because it doesn't have one? You don't always need version numbers, especially if you're only creating one skybox. Upward's skybox is a very simple blu gradient, so no complicated stuff like clouds and such.

    2:

    You're talking about the stock materials that come with the game, right? Looks like some files got corrupted, most likely due to TF2 updating with Hammer open. Go to Steam->right-click Team Fortress 2 in the game library on the left->Properties->Local Files->Verify integrity of game cache. This will download and replace any missing or corrupted files. Make sure Hammer is closed though.
     
  3. TMB

    TMB Banned

    Messages:
    827
    Positive Ratings:
    287
    Ok, but, im making a custom skybox and i have to put a name to the skybox, and i see that the names of skybox usually have the name of the map so, i have to put the name of the skybox the name of the map? and btw, i always verify integrity of game cache but some textures still failing, like the spawn visualizer...
     
  4. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,439
    Positive Ratings:
    1,186
    Just name your skybox as you think it should be called. There is no technicall connection between skybox and map name except that map must specify a skybox it's using.
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,112
    Positive Ratings:
    6,064
    You don't need to name skybox textures after the map. Custom ones are sometimes named generic things like sky_sunset. Sky_well_01 is broken: i think @Egan made a replacement for Watergate.

    If you're getting lots of missing textures in the new maps, thats because the textures are packed into the BSP, but not in the game files - so they show up when in the game, but they're not on your computer for hammer to find. You need to unpack them from the BSP, or find them elsewhere. Which particular set of textures do you want?
     
  6. TMB

    TMB Banned

    Messages:
    827
    Positive Ratings:
    287
    Mostly the recent map textures, like highpass and the spawnvisuzlier (i dont know why i dont have that), actually i cant see what textures i need, im writing from the school right now, basicaly rencet maps in game...
     
  7. iiboharz

    aa iiboharz Meme Queen

    Messages:
    715
    Positive Ratings:
    1,037
    I'm almost positively certain that the difference is actually just the angles of the sky, I think Egan shifted the textures around to more accurately fit the lighting of Watergate instead of changing the lighting to match the skybox.

    EDIT: Ninja'd by the man himself :X
     
  8. Egan

    aa Egan

    Messages:
    1,318
    Positive Ratings:
    1,507
    The difference between sky_well_01 and sky_well_02 is the latter is flipped 180°. I initially wanted to rotate the sky more arbitrarily (on like 160°) but that required more advanced techniques than what my patience was willing to put up with, but luckily I found that at 180° it looked generally okay since angle of the sun doesn't need to be that precise. I could have flipped the map 180° instead of making new vmts but I had lots of moving parts in the map and didn't want to deal with everything breaking; the new vmt files required for the flip totals to 2.73kb.
     
    • Thanks Thanks x 1
  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,112
    Positive Ratings:
    6,064
    Spawnvisualiser shows up white for me too: i'm not sure what's up with that, but it might not be something you can solve.

    I can't speak for what custom textures are in highpass, though.
     
  10. TMB

    TMB Banned

    Messages:
    827
    Positive Ratings:
    287
    Well, i put the textures that fail here in a few hours, cause now im not home...
     
  11. Vel0city

    aa Vel0city func_fish

    Messages:
    1,930
    Positive Ratings:
    1,540
    Are you in 3D shaded mode? That causes things to go haywire, including overlays and other materials with alpha channels in general.

    Or Valve broke something again. Not uncommon.
     
  12. TMB

    TMB Banned

    Messages:
    827
    Positive Ratings:
    287
    As i said, now im not home so i cant use hammer...