Pakratting fails for hud icons

Discussion in 'Mapping Questions & Discussion' started by Snowbat, Jun 10, 2015.

  1. Snowbat

    Snowbat L4: Comfortable Member

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    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
     
  2. Egan

    aa Egan

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    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.
     
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    Last edited: Jun 11, 2015
  3. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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  4. Roll

    Roll -in a daze-

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    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.

    [​IMG][​IMG]

    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.
     
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  5. Snowbat

    Snowbat L4: Comfortable Member

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    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
     
  6. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    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: Jun 11, 2015
  7. Psy

    aa Psy The Imp Queen

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    I also had the same issue so I did the sane thing and simply gave up.
     
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  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    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
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    ...who touched my eggs? WHO TOUCHED MY EGGS!? VALVE YOU WILL PAY FOR THIS IN GULAG!
     
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  10. Snowbat

    Snowbat L4: Comfortable Member

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    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.
     
  11. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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.
     
  12. Snowbat

    Snowbat L4: Comfortable Member

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    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?
     
  13. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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  14. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Guys I also forgot that you may also have to pack in the clientsceme file
     
  15. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    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.
     
  16. Berry

    aa Berry Sharing is caring, and I don't care

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    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.
     
  17. Snowbat

    Snowbat L4: Comfortable Member

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    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.