Custom textures are fullbright

Got problems with your models? Struggling with textures? Get help with your custom assets.

Custom textures are fullbright

Postby [GMG] BioHazard on Tue Aug 06, 2013 12:49 pm

Hey everyone! I'm afraid I have come across a little bit of a problem with my custom textures for my mod. You see, whenever I try to add a custom texture it shows up as fullbright in game. I (believe that I) have done everything correctly in terms of putting the custom texture into my mod and my map. I have attached some screenshots from the file directories and the vmf for the texture itself, as well as a few in game screens (the mod is called Evolution if you really wanted to know).

Here is the compile log.
Code: Select all
** Executing...
** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.vmf"

Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files\steam\SteamApps\sourcemods\evolution\materials
Loading C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.vmf
material "evo/tiled/tiletest" not found.
Material not found!: EVO/TILED/TILETEST
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_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_day01_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) (14564 bytes)
Error! To use model "models/props_c17/powerbox.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/powerbox.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 77 texinfos to 60
Reduced 12 texdatas to 11 (318 bytes to 262)
Writing C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight"

Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
reading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.prt
  63 portalclusters
 144 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 3495
Average clusters visible: 55
Building PAS...
Average clusters audible: 63
visdatasize:1519  compressed from 1008
writing c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight"

Valve Software - vrad.exe SSE (Sep 15 2011)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
220 faces
7822 square feet [1126407.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
220 patches before subdivision
1660 patches after subdivision
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 181453, max 281
transfer lists:   1.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   3/1024          144/49152    ( 0.3%)
brushes                 36/8192          432/98304    ( 0.4%)
brushsides             250/65536        2000/524288   ( 0.4%)
planes                 194/65536        3880/1310720  ( 0.3%)
vertexes               306/65536        3672/786432   ( 0.5%)
nodes                  144/65536        4608/2097152  ( 0.2%)
texinfos                60/12288        4320/884736   ( 0.5%)
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                  220/65536       12320/3670016  ( 0.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               82/65536        4592/3670016  ( 0.1%)
leaves                 148/65536        4736/2097152  ( 0.2%)
leaffaces              265/65536         530/131072   ( 0.4%)
leafbrushes             79/65536         158/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             1314/512000       5256/2048000  ( 0.3%)
edges                  746/256000       2984/1024000  ( 0.3%)
LDR worldlights          3/8192          264/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips             10/32768         100/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           222/65536         444/131072   ( 0.3%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      111344/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        1519/16777216 ( 0.0%)
entdata               [variable]        6258/393216   ( 1.6%)
LDR ambient table      148/65536         592/262144   ( 0.2%)
HDR ambient table      148/65536         592/262144   ( 0.2%)
LDR leaf ambient        77/65536        2156/1835008  ( 0.1%)
HDR leaf ambient       148/65536        4144/1835008  ( 0.2%)
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]           1/1678     ( 0.1%)
pakfile               [variable]      106026/0        ( 0.0%)
physics               [variable]       14564/4194304  ( 0.3%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 546
Writing c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp" "c:\program files\steam\SteamApps\sourcemods\evolution\maps\dev_realisticlight.bsp"



The thing I'm worried about is this:
Code: Select all
material "evo/tiled/tiletest" not found.
Material not found!: EVO/TILED/TILETEST

...even though I'm sure that the texture is in exactly where it's supposed to be so that the compiler can find it.

Also, you may have noticed from the screenshots that I'm still using the old Source SDK. But that's because Source SDK 2013 doesn't really work very well with my mod... so switching so SDK 2013 isn't really an option :x

Well, well... I hope at least one of you can help me! :-D

EDIT: Forgot to mention that I have checked countless other forums on people having the same issue, but none of their solutions worked for me (and/or were from like 2008 or something).
Attachments
dev_realisticlight0003.jpg
Ingame screen. From the far side of the room.
(119.16 KiB) Not downloaded yet
dev_realisticlight0002.jpg
Ingame screen. Shining flashlight on it.
(142.13 KiB) Not downloaded yet
dev_realisticlight0001.jpg
Ingame screen.
(141.59 KiB) Not downloaded yet
dev_realisticlight0000.jpg
Ingame screen.
(136 KiB) Not downloaded yet
folderscreen2.jpg
The vmf file of the aforementioned texture.
(220.21 KiB) Not downloaded yet
folderscreen1.jpg
Showing that the directories in the compile log and materials folder are the same.
(335.8 KiB) Not downloaded yet
hammerscreen1.jpg
My map inside of hammer.
(408.67 KiB) Not downloaded yet
Currently working on:
EVOLUTION
User avatar
[GMG] BioHazard
Dumpling
Dumpling
 
Joined: Wed Jul 24, 2013 2:38 pm

Re: Custom textures are fullbright

Postby ErikKiller on Tue Aug 06, 2013 5:21 pm

What do you mean it doesn't work with SDK 2013?
Also, remove the $selfillum completely and see what happens.
Image
Image
First rodeo? Use the Source SDK Documentation for reference!
User avatar
ErikKiller
May Contain Skills
May Contain Skills
 
Joined: Sun Sep 09, 2007 4:05 pm
Location: Estonia

Re: Custom textures are fullbright

Postby [GMG] BioHazard on Tue Aug 06, 2013 5:58 pm

ErikKiller wrote:What do you mean it doesn't work with SDK 2013?
Also, remove the $selfillum completely and see what happens.


I mean that running my mod through SDK 2013 makes my mod really buggy (like if it isn't already), like some custom features I have added (or at least the ones that work already). I could just be doing it wrong though (the running of the SDK that is).

Also, before I forget, removing $selfillum didn't have any visual effect whatsoever.
Currently working on:
EVOLUTION
User avatar
[GMG] BioHazard
Dumpling
Dumpling
 
Joined: Wed Jul 24, 2013 2:38 pm

Re: Custom textures are fullbright

Postby ErikKiller on Wed Aug 07, 2013 2:12 pm

Ugh... I honestly have no idea then, ask Marnamai, but he'll tell you what everyone will: Source SDK 2013 or bust.

Edit: if that wasn't clear enough: move over to SDK 2013, since it's the latest and usually will fix everything. Feel free to bug me on Steam: http://steamcommunity.com/id/ESToomere/
Image
Image
First rodeo? Use the Source SDK Documentation for reference!
User avatar
ErikKiller
May Contain Skills
May Contain Skills
 
Joined: Sun Sep 09, 2007 4:05 pm
Location: Estonia

Re: Custom textures are fullbright

Postby [GMG] BioHazard on Sun Aug 11, 2013 4:30 pm

Good news, I fixed it! I didn't even have to switch to SDK 2013! Yay!
Just started using the newest hammer editor (the one launched from the game directory) and it worked!
Currently working on:
EVOLUTION
User avatar
[GMG] BioHazard
Dumpling
Dumpling
 
Joined: Wed Jul 24, 2013 2:38 pm

Re: Custom textures are fullbright

Postby ErikKiller on Sun Aug 11, 2013 4:35 pm

So you resort to using a buggy Hammer instead of using the latest Hammer?
Image
Image
First rodeo? Use the Source SDK Documentation for reference!
User avatar
ErikKiller
May Contain Skills
May Contain Skills
 
Joined: Sun Sep 09, 2007 4:05 pm
Location: Estonia

Re: Custom textures are fullbright

Postby [GMG] BioHazard on Sun Aug 11, 2013 5:07 pm

Well, I don't see any Hammer version being particularly buggy (except that my texture was fullbright, duh?) but other than this problem, my only issue with Hammer has been that I'm a little bit of a newb (and that's my personal issue), so I think I'll be fine.
Currently working on:
EVOLUTION
User avatar
[GMG] BioHazard
Dumpling
Dumpling
 
Joined: Wed Jul 24, 2013 2:38 pm

Re: Custom textures are fullbright

Postby ErikKiller on Sun Aug 11, 2013 7:10 pm

Wait, you're saying your models work in the HL2/bin Hammer?
Image
Image
First rodeo? Use the Source SDK Documentation for reference!
User avatar
ErikKiller
May Contain Skills
May Contain Skills
 
Joined: Sun Sep 09, 2007 4:05 pm
Location: Estonia

Return to Custom Asset Help

Who is online

Users browsing this forum: No registered users

cron