- 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:
this is where i paste or extract custom content downloaded from this site:
these are my Hammer settings:
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:
this is the compile log:
i run through the map and look for any mistakes in the compile. the green arrows are some custom assets working locally, as expected.
i exit out, start up TF2 normally and run through the building cubemaps process.
Here's my console readout after building my cubemaps:
i open VIDE and its Pakfile Lump Editor
then open my bsp from this directory:
E:\Steam\SteamApps\common\Team Fortress 2\tf\maps
i hit scan, scan again, then auto and it only adds the ain path file:
i hit apply, and it adds it. then i hit save:
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:
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:
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.
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:
this is where i paste or extract custom content downloaded from this site:
these are my Hammer settings:
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:
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.
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
then open my bsp from this directory:
E:\Steam\SteamApps\common\Team Fortress 2\tf\maps
i hit scan, scan again, then auto and it only adds the ain path file:
i hit apply, and it adds it. then i hit save:
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:
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:
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: