Propper no textures?

Any aspects of level design for the Source engine.

Propper no textures?

Postby abenito206 on Sun Nov 17, 2013 9:22 pm

Image


I recently began a project which involved combining two pre-existing map vmfs together (yes, I have original mapper permission) due to the fact that either map by themselves didn't meet the need of size that I was looking for in a map. When I placed them both in the same vmf, I was, as you might expect, drastically over the brush limit. In order to reduce this, I began deleting brush work that I felt was expendable or was inaccessible, which there was a fair amount of. Eventually I shaved down the brush count enough to the point where the interloper log checker no longer gave me that error of there being too many brushed and instead a new challenger arose. "Too many t-junctions to fix up!"

I began to look around and eventually I found that the only way to get rid of it was to delete like mad or use something called Propper. I had reached the point where I wanted to stop deleting so I looked into Propper. I found it useful and started to try using it but then I ran into several more problems which I eventually solved by making the .bat that I saw in another thread. Now, I managed to make it work for the most part except one small, yet big problem. No textures. I don't know why at all. I tried pasting my materials folder into source2009, I made sure all my directories were correct, I followed all kinds of tutorials I found in both text and on youtube and at this point I don't know what to do. For some reason, in the .bat it says that it can't find the files even though they are clearly in there and are in hammer editor, clearly visible... Please help. :smt021


Compile log

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.vmf"

Valve Software - vbsp.exe (Nov 1 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_H, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material STONE/TIDSTAIRSATP, using default
Can't find surfaceprop stone for material STONE/TIDSTAIRSAFRNT, using default
"materials/de_prodigy/metal02.vtf": cached version doesn't exist
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt01_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendgrassdirt02_wvt_patch
Patching WVT material: maps/rp_jerall/nature/blendtoxictoxic002a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10115.8 3699.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10021.6 3566.2 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10105.4 3539.4 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10013.3 3582.7 -3162.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10160.0 3532.0 -3108.9)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10104.0 3684.0 -3098.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 445840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8148.0 3072.0 -3834.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 444473:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 2584.0 -3834.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 444473:

*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2634 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3077 prims, max 32768 :: 65553 indices, max 65536)


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -fast "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vvis.exe (Nov 1 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall"

Valve Software - vrad.exe SSE (Nov 1 2013)

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

Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
Error! Unable to load model "models/props/cs_havana/bookcase_small.mdl"
Setting up ray-trace acceleration structure... Done (14.92 seconds)
11933 faces
4 degenerate faces
1109794 square feet [159810400.00 square inches]
86 Displacements
324777 Square Feet [46767948.00 Square Inches]
11929 patches before subdivision
82581 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
88 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (51)
transfers 8371880, max 1433
transfer lists: 63.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(215273, 210388, 61070)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(21804, 17922, 4296)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2694, 1921, 387)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(375, 243, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(57, 34, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0364 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 71/1024 3408/49152 ( 6.9%)
brushes 3787/8192 45444/98304 (46.2%)
brushsides 25927/65536 207416/524288 (39.6%)
planes 8582/65536 171640/1310720 (13.1%)
vertexes 21891/65536 262692/786432 (33.4%)
nodes 4264/65536 136448/2097152 ( 6.5%)
texinfos 4760/12288 342720/884736 (38.7%)
texdata 137/2048 4384/65536 ( 6.7%)
dispinfos 86/0 15136/0 ( 0.0%)
disp_verts 21982/0 439640/0 ( 0.0%)
disp_tris 38752/0 77504/0 ( 0.0%)
disp_lmsamples 892815/0 892815/0 ( 0.0%)
faces 11933/65536 668248/3670016 (18.2%)
hdr faces 11933/65536 668248/3670016 (18.2%)
origfaces 9975/65536 558600/3670016 (15.2%)
leaves 4336/65536 138752/2097152 ( 6.6%)
leaffaces 15141/65536 30282/131072 (23.1%)
leafbrushes 7366/65536 14732/131072 (11.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 104287/512000 417148/2048000 (20.4%)
edges 68961/256000 275844/1024000 (26.9%)
LDR worldlights 87/8192 7656/720896 ( 1.1%)
HDR worldlights 87/8192 7656/720896 ( 1.1%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 1904/32768 19040/327680 ( 5.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 42591/65536 85182/131072 (65.0%)
cubemapsamples 19/1024 304/16384 ( 1.9%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 3624940/0 ( 0.0%)
HDR lightdata [variable] 3624868/0 ( 0.0%)
visdata [variable] 346308/16777216 ( 2.1%)
entdata [variable] 136118/393216 (34.6%)
LDR ambient table 4336/65536 17344/262144 ( 6.6%)
HDR ambient table 4336/65536 17344/262144 ( 6.6%)
LDR leaf ambient 14669/65536 410732/1835008 (22.4%)
HDR leaf ambient 14801/65536 414428/1835008 (22.6%)
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] 1/369344 ( 0.0%)
dtl prp lght [variable] 1/99 ( 1.0%)
HDR dtl prp lght [variable] 1/104 ( 1.0%)
static props [variable] 1/94778 ( 0.0%)
pakfile [variable] 1750004/0 ( 0.0%)
physics [variable] 1315551/4194304 (31.4%)
physics terrain [variable] 72433/1048576 ( 6.9%)

Level flags = 0

Total triangle count: 40307
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp
2 minutes, 22 seconds elapsed


Command Prompt

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\rp_Jerall.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_Jerall.bsp"

"materials/error.vtf": cached version doesn't exist
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Writing c:\propsource\props/hammermodels/stairs1_ref.smd
228 triangles written.
------------------------
Building physics mesh...
"materials/error.vtf": cached version doesn't exist
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Collision model created with 19 pieces.
Writing c:\propsource\props/hammermodels/stairs1_phys.smd
228 triangles written.
------------------------
Writing c:\propsource\props/hammermodels/stairs1.qc
Done.
Compiling the model:
studiomdl.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\" "c:\propsource\props/hammermodels/s
tairs1.qc"
---Please Wait---
WARNING: AppFramework : Unable to load module p4lib.dll!
qdir: "c:\propsource\props\hammermodels\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\"
g_path: "c:\propsource\props/hammermodels/stairs1.qc""
Building binary model files...
Working on "stairs1.qc"
SMD MODEL stairs1_ref.smd
SMD MODEL stairs1_phys.smd
Model has 19 convex sub-parts
Collision model completed.
Computed Mass: 0.00 kg
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/props/hammermodels/stairs1.mdl:
bones 964 bytes (1)
animations 112 bytes (1 anims) (1 frames) [0:00]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 136 bytes
keyvalues 0 bytes
bone transforms 0 bytes
Collision model volume 95680.59 in^3
collision 0 bytes
total 1932
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/props/hammermodels/stairs1.vvd:
vertices 21552 bytes (449 vertices)
tangents 7184 bytes (449 vertices)
total 28800 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/props/hammermodels/stair
s1.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 4041 bytes
indices: 1368 bytes
bone changes: 24 bytes
everything: 5619 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/props/hammermodels/stair
s1.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 4041 bytes
indices: 1368 bytes
bone changes: 24 bytes
everything: 5619 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\models/props/hammermodels/stair
s1.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 4041 bytes
indices: 1368 bytes
bone changes: 24 bytes
everything: 5619 bytes

Completed "stairs1.qc"
Studiomdl complete!
1 second elapsed
Press any key to continue . . .
abenito206
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Re: Propper no textures?

Postby wereMole on Mon Nov 18, 2013 4:57 am

Hey,

Propper is broken since the Steampipe update and directories being moved to common. But with a little workaround it can still function properly (no pun intended). I read that you have already tried some approaches to get propper functional post-steampipe but I'm not sure from your OP what exactly you have tried.

I got the propper working the following way:

First follow these steps (from steampowered forum) to create a mod specifically for running propper on source SDK 2007:

"1) Open Source SDK and put the engine version to "Source Engine 2007"
2) Choose "Create a Mod" under utilities
3) Choose "Modify Half Life 2 Single Player"
4) Set the mod directory to something like: C:\Program Files (x86)\Steam\SteamApps\sourcemods\propper
5) Name it Propper or whatever
(This should automatically create a "Current Game:" with the sourcemod and be already configured)
6) Open the Propper game in 2007 mode
7) Add the propper.fgd to the list from where it should be located according to the old readme: C:\Program Files (x86)\Steam\SteamApps\USERNAME\sourcesdk\bin\sourc e2007\bin
"

http://forums.steampowered.com/forums/s ... ?t=3144331

Then there are two more problems I've ran into. Using source SDK 2007 to run hammer results in botched version of hammer with no visuals whatsoever. I use a standard empty map in which I only put my propper models and their physics entities (if they have them) which I then open with source SDK 2007 Hammer and simply run propper. Alternatively you could make a prefab of the propper model and then import it into source SDK 2007 but I find this more of a hassle then the abovementioned approach.

I strongly advise you to run propper in an empty map with nothing else that's incompatible with a severly outdated SDK engine.

The second problem is indeed missing textures. Again, I don't know if you're using a mod for running propper, but I do and I solved the missing textures problem by simply putting the required textures in my mods materials folder.

Hope it works out!
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wereMole
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Location: Netherlands

Re: Propper no textures?

Postby abenito206 on Mon Nov 18, 2013 12:24 pm

I feel kind of dumb now. Mate, you're a life saver. Turns out I didn't know you had to put it in the MOD materials folder...I thought it would kinda just take it from the EP2 folder on its own. Big fat wrong there. Also, I got around the t-junctions by disabling them in VBCT. Thanks a lot!
abenito206
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Joined: Thu Apr 19, 2012 10:29 pm

Re: Propper no textures?

Postby wereMole on Mon Nov 18, 2013 6:23 pm

Lol don't sweat it. I fell for that one as well when I tried to get propper running again. Glad to hear it's all working now.
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wereMole
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