(Help) Packing custom textures

Discussion in 'Mapping Questions & Discussion' started by DraonhawkXD, Apr 25, 2015.

  1. DraonhawkXD

    DraonhawkXD L1: Registered

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    So I used Pacrat to pack the custom textures inside the map, but whenever I test them "By that I mean move the custom textures in my folder to my desktop" they don't appear! So I tried VIDE and still the same results...Im kinda getting annoyed at this.... :angry:

    Any suggestions? Because I don't want to send the map + a file of custom textures to every friends and map testers... ;u;
     
  2. Vel0city

    aa Vel0city func_fish

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    Don't appear as in checkerboard texture? Did you try it the old and slow way by manually selecting the files that you want to pack? Is the .bsp actually getting larger after you hit the save button? Have you compiled the map to the standard tf/maps location and not something like Dropbox? It's one thing to just pack the textures, all "packing something into a .bsp" really does is make a reference to where the materials/models are you your computer and then "makes" the same file path on other people's PCs with the materials and/or models taken from your .bsp, but that bsp must be in the same location on your PC as it will be on other people's PC (as long as it is in a map called maps and TF2 knows there's maps in that map (mapception) it shouldn't be a problem. A person can put a map either in tf/maps themselves or have the game download them to tf/download/maps.)

    If the latter is the case however, you MUST recompile the map to tf/maps. Dragging it to tf/maps doesn't work since the file path in the bsp structure isn't changed.
     
  3. DraonhawkXD

    DraonhawkXD L1: Registered

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    Ok, so I was compiling the map to a different folder inside the maps file which was the problem....Thx so it works now, Im able to see the custom textures...
    "Heh...foolish me"
    But now comes another problem.....
    When I tested it out, all the textures seems to be full bright and not create any shadows or anything...
    I kinda hate it when a problem gets solved and another one gets in the way... ._.
     
  4. Vel0city

    aa Vel0city func_fish

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    What's the texture type? Make sure it's an LightmappedGeneric, which is something you must tell Source in the .vmt file. Also, textures don't create any shadows, they can only receive shadows from brushes or world models.


    As for the "I kinda hate it when a problem gets solved and another one gets in the way" part, welcome to game engines, especially Source.
     
  5. DraonhawkXD

    DraonhawkXD L1: Registered

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    Yeah, every custom texture has LightmappedGeneric, but they don't "Receive" shadows....
    Yet I have one image that's animated and it practically works...
    http://imgur.com/hzB2vAA
     
    Last edited: Apr 27, 2015
  6. Vel0city

    aa Vel0city func_fish

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    Do you have leaks anywhere?

    I'd like to see your compile log.
     
  7. DraonhawkXD

    DraonhawkXD L1: Registered

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    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05.vmf"

    Valve Software - vbsp.exe (Mar 30 2015)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05.vmf
    material "convention/marble_floor" not found.
    Material not found!: CONVENTION/MARBLE_FLOOR
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "convention/courttile" not found.
    Material not found!: CONVENTION/COURTTILE
    material "convention/whiteblock" not found.
    Material not found!: CONVENTION/WHITEBLOCK
    material "convention/marble_wall" not found.
    Material not found!: CONVENTION/MARBLE_WALL
    material "convention/storagefloor" not found.
    Material not found!: CONVENTION/STORAGEFLOOR
    material "convention/storagewall" not found.
    Material not found!: CONVENTION/STORAGEWALL
    material "convention/desktop" not found.
    Material not found!: CONVENTION/DESKTOP
    material "convention/deskside" not found.
    Material not found!: CONVENTION/DESKSIDE
    material "convention/advertisementmeatball" not found.
    Material not found!: CONVENTION/ADVERTISEMENTMEATBALL
    Patching WVT material: maps/ctf_conventionfortress_test05/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 8 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    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 (0) (141779 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/player/heavy.mdl"
    with detail_prop, it must be compiled with $staticprop!
    Error loading studio model "models/player/heavy.mdl"!
    10
    Compacting texture/material tables...
    Reduced 503 texinfos to 306
    Reduced 46 texdatas to 39 (1780 bytes to 1626)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05.bsp
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05"

    Valve Software - vvis.exe (Mar 30 2015)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\ctf_ConventionFortress_Test05.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\ctf_ConventionFortress_Test05.prt
    732 portalclusters
    2172 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 (13)
    Optimized: 911 visible clusters (0.44%)
    Total clusters visible: 207646
    Average clusters visible: 283
    Building PAS...
    Average clusters audible: 701
    visdatasize:134767 compressed from 140544
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\ctf_ConventionFortress_Test05.bsp
    13 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05"

    Valve Software - vrad.exe SSE (Mar 30 2015)

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

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\ctf_ConventionFortress_Test05.bsp
    Setting up ray-trace acceleration structure... Done (0.23 seconds)
    2514 faces
    803970 square feet [115771792.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2514 patches before subdivision
    41952 patches after subdivision
    sun extent from map=0.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 308.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    light has _fifty_percent_distance of 576.000000 but _zero_percent_distance of 475.000000
    63 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 2273545, max 502
    transfer lists: 17.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(71202, 30237, 10361)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(12541, 2862, 1382)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(3235, 490, 357)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(888, 124, 110)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(267, 37, 35)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(82, 12, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(26, 4, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(8, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0081 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 398/8192 4776/98304 ( 4.9%)
    brushsides 2595/65536 20760/524288 ( 4.0%)
    planes 1204/65536 24080/1310720 ( 1.8%)
    vertexes 3411/65536 40932/786432 ( 5.2%)
    nodes 1491/65536 47712/2097152 ( 2.3%)
    texinfos 306/12288 22032/884736 ( 2.5%)
    texdata 39/2048 1248/65536 ( 1.9%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 2514/65536 140784/3670016 ( 3.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1275/65536 71400/3670016 ( 1.9%)
    leaves 1503/65536 48096/2097152 ( 2.3%)
    leaffaces 3139/65536 6278/131072 ( 4.8%)
    leafbrushes 944/65536 1888/131072 ( 1.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 17114/512000 68456/2048000 ( 3.3%)
    edges 10027/256000 40108/1024000 ( 3.9%)
    LDR worldlights 63/8192 5544/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 238/32768 2380/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3624/65536 7248/131072 ( 5.5%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 889016/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 134767/16777216 ( 0.8%)
    entdata [variable] 31306/393216 ( 8.0%)
    LDR ambient table 1503/65536 6012/262144 ( 2.3%)
    HDR ambient table 1503/65536 6012/262144 ( 2.3%)
    LDR leaf ambient 7882/65536 220696/1835008 (12.0%)
    HDR leaf ambient 1503/65536 42084/1835008 ( 2.3%)
    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] 1/6722 ( 0.0%)
    pakfile [variable] 534755/0 ( 0.0%)
    physics [variable] 141779/4194304 ( 3.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 6992
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\ctf_ConventionFortress_Test05.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_ConventionFortress_Test05.bsp"
     
  8. Vel0city

    aa Vel0city func_fish

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    Well, there's your problem. Somewhere you've messed up something with either file management or vmt coding because Hammer can't find the textures. Even though your texture preview window in Hammer says it has it doesn't mean it's actually there, that preview is just a tool texture.
     
  9. Crash

    aa Crash func_nerd

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    Also this:
    You have a bunch of light files with their distances mixed up. Probably causing your lighting issue.
     
  10. DraonhawkXD

    DraonhawkXD L1: Registered

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    Weird....because When I removed the custom textures from my TF2 materials file, it causes that lighting issue, but when I reapply the custom textures back to my Materials file, the Lighting is fixed...
     
  11. DraonhawkXD

    DraonhawkXD L1: Registered

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    So How do I fix it?
     
  12. Vel0city

    aa Vel0city func_fish

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    Are you packing both the .vtfs and the .vmts? One can't go without the other.
     
  13. DraonhawkXD

    DraonhawkXD L1: Registered

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    It should be....I mean one of the textures is animated....so does a texture need a VMT to animate or can it Animate without it?
     
  14. DraonhawkXD

    DraonhawkXD L1: Registered

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    So I packed the files again with the VTF's and VMT's yet the textures are still ultra bright...
     
  15. henke37

    aa henke37

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    Textures most certainly do create shadows, if you run vrad with the correct flags.
     
  16. killohurtz

    aa killohurtz Distinction in Applied Carving

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    A .vtf texture file always needs a corresponding .vmt, regardless of whether it's animated. When you put the files in your game directory for packing, check that the file path written in each .vmt matches the path of the folder they're in.

    For example, if your texture's path is tf/materials/convention/marble_floor.vtf, then you would write "$basetexture" "convention/marble_floor" in its .vmt.
     
  17. DraonhawkXD

    DraonhawkXD L1: Registered

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    I checked....

    "LightmappedGeneric"
    {
    $basetexture convention/Marble_Wall
    $surfaceprop stone
    $envmap env_cubemap
    $reflectivity "[0.6 0.6 0.6]"
    }



    "LightmappedGeneric"
    {
    $basetexture convention/Marble_Wall
    $surfaceprop stone
    $envmap env_cubemap
    $reflectivity "[0.6 0.6 0.6]"
    }



    Maybe I should just make a zip folder with the map file and the materials with it to see the full "Shadowy" Effect... ._.