VTF problems

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
It... didn't work with the last one? That's what I told you to change.

Absolute: D://Program Files (x86)/Steam/SteamApps/common/Team Fortress 2/tf/download/materials/Mystic_Monkey/Nack_Wanted

Relative: Mystic_Monkey/Nack_Wanted

Ah I see! That actually helped. I can get the poster in now, even though it is awkwardly too large for a decal and the white backgrounds left in (But I can make it as a solid brush poster instead of a decal) still a step a head.
 
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henke37

aa
Sep 23, 2011
2,075
515
Add the alpha channel. And overlays can be resized in hammer.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
I've got another map problem. While perhaps not texture related I don't wanna trouble the forums with too many threads on my various problems.

When I run the map to test it (whenever TF2 or Gmod) it plays an older, outdated version of the map.

There is also the message "Warning: Overflowed CClientRenderableList group 7" in the top right corner.
 
Sep 7, 2012
638
500
Whenever you play an older version of a map, the first thing to check is that the map compiled perfectly. If there was an error then the file never gets overwritten, so the file would still be the old one.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Whenever you play an older version of a map, the first thing to check is that the map compiled perfectly. If there was an error then the file never gets overwritten, so the file would still be the old one.

I see, so the new map has the overflow so it plays the older version to prevent prob;ems.

How do I fix it? I'm sure it cannot be a leak because before testing I make sure to put up a temporary Skybox around it the entire map.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Try to recompile the most recent version, and put your compile log through here: http://interloper.net/errors. That might help you find your problem.
OK...

keyvalues error: recursiveloadfrombuffer: got } in key in file materials/mystic_monkey/nack_wanted.vmt

Description:
There seems to be a parsing error in materials/mystic_monkey/nack_wanted.vmt. Fix it if you want the texture or other resource associated with this file to work correctly.

That blasted wanted poster. But I am sure the error was before that poster or else it wouldn't be a much older map.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Have you tried again with the vmt fixed? Did you find out what was wrong with the vmt?

I still haven't figured out about "alpha" as the white excess is still on the texture and can't properly use it as a decal.

At the moment it is still a brush based poster. While yes, it is causing some sort of error as Interloper's compiler error has told me, it is not the cause of it. I tested the map without the poster and it is still an older version with the message "Warning: Overflowed CClientRenderableList group 7" in the top right corner.

EDIT- Could it be, since I've had connection problems on TF2 of late when usually it's fine and lag-free throughout the year, the Halloween event is causing problems?
 
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Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Still getting that Overflowed CClientRenderableList problem which is preventing me from testing my recent map.

Is there like, "map doctors" on TF2net? Like, you upload your alpha, the upload being temporary to conserve space and of course the map has problems but more experienced map makers can suss the problems for you and sort it out.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Did you ever shorten the vmt file path?
Yes, for both my two custom textures. In Hammer Editor it all looks fine and while I don't know what is, I don't think it's exactly a texture problem. (Should I start a new thread on it?
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Yes, for both my two custom textures. In Hammer Editor it all looks fine and while I don't know what is, I don't think it's exactly a texture problem. (Should I start a new thread on it?

Don't worry about a new thread in my opinion. The only reason I asked about hte texture is because your interlopers.net/errors log implied it was related. Am I wrong? Is that no longer the case?

edit: eh nevermind, that doesn't sound like it has anything to do with your textures, especially since they work.
 
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Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Don't worry about a new thread in my opinion. The only reason I asked about hte texture is because your interlopers.net/errors log implied it was related. Am I wrong? Is that no longer the case?

edit: eh nevermind, that doesn't sound like it has anything to do with your textures, especially since they work.

I can post the compiler on this thread if it is any help.

Since my head is already swimming with TF2 map ideas, it be nice to be able to finish my first map before making more.

Especially if I will do Valvallah.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Mystic Monkey\Documents\Custom TF2 maps\koth_greenhill.vmf"

Valve Software - vbsp.exe (Oct 25 2013)
4 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Mystic Monkey\Documents\Custom TF2 maps\koth_greenhill.vmf
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/mystic_monkey/nack_wanted.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/mystic_monkey/nack_wanted.vmt
LightmappedGeneric,
Patching WVT material: maps/koth_greenhill/cp_mountainlab/nature/blendrocktograss002_wvt_patch
fixing up env_cubemap materials on brush sides...
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/MYSTIC_MONKEY/NACK_WANTED.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/MYSTIC_MONKEY/NACK_WANTED.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/MYSTIC_MONKEY/NACK_WANTED.vmt
LightmappedGeneric,
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file materials/MYSTIC_MONKEY/NACK_WANTED.vmt
LightmappedGeneric,
ProcessBlock_Thread: 0...1..
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Mystic Monkey\Documents\Custom TF2 maps\koth_greenhill"

Valve Software - vvis.exe (Oct 30 2013)
4 threads
reading d:\mystic monkey\documents\custom tf2 maps\koth_greenhill.bsp
reading d:\mystic monkey\documents\custom tf2 maps\koth_greenhill.prt
LoadPortals: couldn't read d:\mystic monkey\documents\custom tf2 maps\koth_greenhill.prt


** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Mystic Monkey\Documents\Custom TF2 maps\koth_greenhill"

Valve Software - vrad.exe SSE (Oct 30 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\mystic monkey\documents\custom tf2 maps\koth_greenhill.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.90 seconds)
17788 faces
204 degenerate faces
3801221 square feet [547375872.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0888 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 459/8192 5508/98304 ( 5.6%)
brushsides 20318/65536 162544/524288 (31.0%)
planes 31864/65536 637280/1310720 (48.6%)
vertexes 25187/65536 302244/786432 (38.4%)
nodes 13949/65536 446368/2097152 (21.3%)
texinfos 352/12288 25344/884736 ( 2.9%)
texdata 11/2048 352/65536 ( 0.5%)
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 17788/65536 996128/3670016 (27.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5147/65536 288232/3670016 ( 7.9%)
leaves 13951/65536 446432/2097152 (21.3%)
leaffaces 19314/65536 38628/131072 (29.5%)
leafbrushes 10824/65536 21648/131072 (16.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 107981/512000 431924/2048000 (21.1%)
edges 57598/256000 230392/1024000 (22.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 1564/32768 15640/327680 ( 4.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 22422/65536 44844/131072 (34.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17269828/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1452/393216 ( 0.4%)
LDR ambient table 13951/65536 55804/262144 (21.3%)
HDR ambient table 13951/65536 55804/262144 (21.3%)
LDR leaf ambient 8566/65536 239848/1835008 (13.1%)
HDR leaf ambient 13951/65536 390628/1835008 (21.3%)
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] 1/5830 ( 0.0%)
pakfile [variable] 212290/0 ( 0.0%)
physics [variable] 560696/4194304 (13.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 48646
Writing d:\mystic monkey\documents\custom tf2 maps\koth_greenhill.bsp
20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Mystic Monkey\Documents\Custom TF2 maps\koth_greenhill.bsp" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_greenhill.bsp"

I hope this helps.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
can you post the vmt of your custom textures, verbatim?
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
"LightmappedGeneric"
{
"$basetexture" "Mystic_Monkey/ghz"
}

Nack_Wanted.vmt is the same except the $basetexture is Mystic_Monkey/Nack_Wanted. Theres going to be two more textures I'm gonna make for it and see if I can get some GMod models I downloaded in as props.
 
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