Unique (Material not found!) compile error.

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Unique (Material not found!) compile error.

Postby smashballs on Tue Apr 15, 2014 3:57 am

I am working on a map for Garry's Mod and I needed a texture that did a rock/grass blend, however it had a concrete material so I pulled all of the necessary files from hl2 and reprogrammed the main .vmt that defined the blend's type of material to sound like grass when you walk on it. It works pretty good except, it can't find the material file that goes with the blend when it compiles, here is a preview of the compile:
Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\fortress"

Valve Software - vbsp.exe (Sep 20 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\fortress.vmf
material "smashballs_textures/nature/blendrocksgrass1" not found.
Material not found!: SMASHBALLS_TEXTURES/NATURE/BLENDROCKSGRASS1
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (x86)\steam\steamapps\common\garrysmod\map_vmfs\fortress.prt...Building visibility clusters...
done (0)
material "skybox/tidesrt" not found.
Can't load skybox file skybox/tides to build the default cubemap!
Can't load skybox file skybox/tides to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (18661678 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 705 texinfos to 325
Reduced 3 texdatas to 3 (88 bytes to 88)
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\fortress.bsp
17 seconds elapsed

This material shows clearly in the editor and in game, but when in game the added textures don't have any lighting calculated on them, but all the other ones do.

The texture files is named "blendrocksgrass1_tooltexture" and its material file looks like this:
Code: Select all
"WorldVertexTransition"
{
   "$basetexture" "smashballs_textures/nature/rockwall1"
   "$basetexture2" "smashballs_textures/nature/dirtfloor1"
   "%tooltexture" "smashballs_textures/nature/blendrocksgrass1_tooltexture"
        "$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
        "$basetexturetransform2" "center .5 .5 scale 8 8 rotate 0 translate 0 0"
//   "%detailtype" "rocks1"
   "$surfaceprop" "rock"
   "%keywords" "coastline"
}

Everything about the paths are spelled correctly, but is there something wrong with this code?
smashballs
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Re: Unique (Material not found!) compile error.

Postby jimonions on Tue Apr 15, 2014 5:26 am

material "smashballs_textures/nature/blendrocksgrass1" not found.

you are also using displacements with a power of 4, very bad and buggy. Stick with 3.

I dont see any vvis or vrad in your compile log. Is your map compiling properly?

Also why exactly do you want to transform your texture?
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Re: Unique (Material not found!) compile error.

Postby smashballs on Tue Apr 15, 2014 2:51 pm

jimonions wrote:material "smashballs_textures/nature/blendrocksgrass1" not found.

you are also using displacements with a power of 4, very bad and buggy. Stick with 3.

I dont see any vvis or vrad in your compile log. Is your map compiling properly?

Also why exactly do you want to transform your texture?


Displacements can cause issues however, I know how to work with them and I know how to find issues with them I am not new to hammer, but I am unfamiliar with blend textures, and the one I want to use sounds like concrete when I walk on it but i used mostly grass so I tried to take the same one and all of its textures that it blends and reprogram all the materials correctly, most especially the blend tool texture with dirt material so it sounds better. Everything works, the texture shows up and works just like i want it too, it doesn't have purple texture in game and editor, however, that texture doesn't get lighting computed on it.

If you still don't understand I can upload pictures to have you view the problem, and about that compile, I only ran the vbsp.exe because the problem only persist in the finding the material. Its just so weird because the material is there and works but yet its not found and gets no vrad calculations.
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Re: Unique (Material not found!) compile error.

Postby jimonions on Tue Apr 15, 2014 5:29 pm

basetexturetransform2 does not work. Only bastexturetransform does, meaning your entire texture will be stretched both 1 and 2. Get rid of it and see what happens.
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Re: Unique (Material not found!) compile error.

Postby smashballs on Tue Apr 15, 2014 9:37 pm

jimonions wrote:basetexturetransform2 does not work. Only bastexturetransform does, meaning your entire texture will be stretched both 1 and 2. Get rid of it and see what happens.


That didn't work unfortunately, the code now looks like this:
Code: Select all
"WorldVertexTransition"
{
   "$basetexture" "smashballs_textures/nature/rockwall1"
   "$basetexture2" "smashballs_textures/nature/dirtfloor1"
   "%tooltexture" "smashballs_textures/nature/blendrocksgrass1_tooltexture"
        "$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
//   "%detailtype" "rocks1"
   "$surfaceprop" "rock"
   "%keywords" "coastline"
}


This is what the problem looks like:
Image
Do you think something else is wrong with the scripting of the material file? I know it cant be the map because it works with the other blend texture, do you need even more information, like every code to every material, and a full compile log?
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Re: Unique (Material not found!) compile error.

Postby jimonions on Wed Apr 16, 2014 12:13 am

Yes a full compile log should always be posted.

Its hard to understand whats going on because there appears to be no lighting but I do know that using a material that's not a worldvertextransition on a displacment with one that is will cause the non worldvertextransition material to appear much brighter.
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Re: Unique (Material not found!) compile error.

Postby smashballs on Wed Apr 16, 2014 2:22 am

jimonions wrote:Yes a full compile log should always be posted.

Its hard to understand whats going on because there appears to be no lighting but I do know that using a material that's not a worldvertextransition on a displacment with one that is will cause the non worldvertextransition material to appear much brighter.

yes, however that's not the case, I am using all worldvertextransitions and yes, it "appears" to have no lighting, but the bright textures around the mountain actually have lighting, they cast shadows on small bumps but its hard to see, its only the mountain that has no lighting calculation with using my custom blend texture material. But there is no difference in color when using the original texture with the original material because it can get lighting, but with the original texture with different material it just stays full bright.

I checked the full compile log myself, i know there is no errors except during the vbsp.exe, and I know it compiles right because it works and calculates everything, so its pretty much narrowed down to something with the texture.
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Re: Unique (Material not found!) compile error.

Postby jimonions on Wed Apr 16, 2014 10:30 pm

Post a full compile log and the vmt for both textures
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