What kind of cannon do you use?In the process of firing the QA team now.
This hasn't been fixed yet by the way.Oh hey. I found a bug in some of the material files; all of the blendbeachgrasstocobble ones have the two surfaceprops listed as dirt and grass, respectively, instead of grass and stone or whatever. I thought something was off about the footstep sounds when I played that one 72 hour entry the other day. And the blendgroundtocobble just has one surfaceprop. Might want to look over all of your blends and make sure your ducks are in a row before the next update.
This hasn't been fixed yet by the way.
Also, wow, you actually added four-way hedge junctions! Thanks! But what about T-shaped ones? Can't hardly make a hedge maze without those.
I tried pakrat and im not sure if im doing it right. First i opened the bsp file. Then i dragged all the frontline files under it. Then i saved it as a bsp. Then removed all the frontline files form the tf2 directory to see if it will work. When i opened the bsp with the files in it the props where all errors. What did i do wrong?you should use pakrat, vide or compilepal.
I tried pakrat and im not sure if im doing it right. First i opened the bsp file. Then i dragged all the frontline files under it. Then i saved it as a bsp. Then removed all the frontline files form the tf2 directory to see if it will work. When i opened the bsp with the files in it the props where all errors. What did i do wrong?
If not, it should be a pretty easy edit; just slice the 64 straight piece and the cross piece in half and stick them together.I believe the surfaceprops there just reference what Valve used on their own cobblestone materials. As for T-Juncts, maybe we can do some convincing to get Zoey back on those hedges one last time!
This looks like missing normal maps, though the 1.1 version completely removed the normals for the planks since they didn't add much and saved a lot of file size.
These things have some weird reflections.
This looks like missing normal maps, though the 1.1 version completely removed the normals for the planks since they didn't add much and saved a lot of file size.
It seems that you didn't (properly) overwrite the files with the 1.1 stuff, so the old vmt still searches for a normal map.
I like VIDEIf you bring up superiority, mentioning CompilePal should suffice.
VIDE users
This looks like missing normal maps, though the 1.1 version completely removed the normals for the planks since they didn't add much and saved a lot of file size.
It seems that you didn't (properly) overwrite the files with the 1.1 stuff, so the old vmt still searches for a normal map.
Completely removed 1.1.1 and re-extracted 1.1.1 back into my tf/custom, the checkers reflections still appear after a fresh compile. Re-downloading the pack now just to be sure.
edit: even after removing the entire pack, downloading it from the site and extracting it back to its place, the chekers persists.
Are you absolutely sure there aren't any assets sneaking through from before in a separate folder and overwriting the 1.1.1 changes?
While your situation is unfortunate, it's hard to replicate, making it difficult to pinpoint the issue at hand.
"VertexLitGeneric"
{
"$basetexture" "models/props_frontline/trenchwall_1"
"$bumpmap" "models/props_frontline/trenchwall_1_n"
"$detail" "models/props_frontline/trench_boards_1"
"$detailscale" "1"
"$detailblendfactor" "1"
"$detailblendmode" "0"
"$phong" "1"
"$phongexponent" "8"
"$phongboost" ".2"
"$phongfresnelranges" "[2 1 .8]"
}
//"$bumpmap" "models/props_frontline/trenchwall_1_n"
"$bumpmap" "models/props_frontline/trenchwall_1_n"