Materials not being found

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Materials not being found

Postby DrInconceivable on Sat Jul 05, 2014 6:03 am

Good evening. I've been wondering for the past couple of days, why my custom textures (TF2 textures as well) are not being recognized by Hammer when being compiled.

The custom textures are under the directory "drinconceivable".

Edit:
This is also causing custom textures to not be shaded at all, even though I have a light_environment in my level.

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\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\eft_poker_r1.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\eft_poker_r1.vmf
material "lights/white_fill" not found.
Material not found!: LIGHTS/WHITE_FILL
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "cp_manor/ash_01" not found.
Material not found!: CP_MANOR/ASH_01
material "drinconceivable/poker_table" not found.
Material not found!: DRINCONCEIVABLE/POKER_TABLE
material "cp_manor/wood_beam03_burnt" not found.
Material not found!: CP_MANOR/WOOD_BEAM03_BURNT
material "test/color_red" not found.
Material not found!: TEST/COLOR_RED
material "test/color_blue" not found.
Material not found!: TEST/COLOR_BLUE
material "customdev/dev_measuregeneric01blu" not found.
Material not found!: CUSTOMDEV/DEV_MEASUREGENERIC01BLU
material "customdev/dev_measuregeneric01red" not found.
Material not found!: CUSTOMDEV/DEV_MEASUREGENERIC01RED
material "concrete/floor_carpet001" not found.
Material not found!: CONCRETE/FLOOR_CARPET001
material "00_limesta/cigs/cig_wrap" not found.
Material not found!: 00_LIMESTA/CIGS/CIG_WRAP
material "drinconceivable/barneychip" not found.
Material not found!: DRINCONCEIVABLE/BARNEYCHIP
material "drinconceivable/chip_side" not found.
Material not found!: DRINCONCEIVABLE/CHIP_SIDE
material "drinconceivable/breenchip" not found.
Material not found!: DRINCONCEIVABLE/BREENCHIP

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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 350 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\eft_poker_r1.prt...Building visibility clusters...
done (0)
material "skybox/sky_black_01rt" not found.
Can't load skybox file skybox/sky_black_01 to build the default cubemap!
Can't load skybox file skybox/sky_black_01 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...
done (1) (331520 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 975 texinfos to 506
Reduced 44 texdatas to 32 (1895 bytes to 1320)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\eft_poker_r1.bsp
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\eft_poker_r1"

Valve Software - vvis.exe (May 14 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\eft_poker_r1.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\eft_poker_r1.prt
583 portalclusters
1420 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 (20)
Optimized: 85 visible clusters (0.03%)
Total clusters visible: 294924
Average clusters visible: 505
Building PAS...
Average clusters audible: 583
visdatasize:90444 compressed from 93280
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\eft_poker_r1.bsp
20 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\eft_poker_r1"

Valve Software - vrad.exe SSE (May 14 2014)

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

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\eft_poker_r1.bsp
Setting up ray-trace acceleration structure... Done (0.37 seconds)
5297 faces
4 degenerate faces
21261258 square feet [3061620992.00 square inches]
12 Displacements
18943 Square Feet [2727935.75 Square Inches]
5293 patches before subdivision
120569 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 10743155, max 1052
transfer lists: 82.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7582, 6895, 9805)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2436, 2105, 2687)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(328, 275, 309)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(101, 82, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(17, 13, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0285 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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 22/1024 1056/49152 ( 2.1%)
brushes 564/8192 6768/98304 ( 6.9%)
brushsides 7921/65536 63368/524288 (12.1%)
planes 11564/65536 231280/1310720 (17.6%)
vertexes 8997/65536 107964/786432 (13.7%)
nodes 4364/65536 139648/2097152 ( 6.7%)
texinfos 506/12288 36432/884736 ( 4.1%)
texdata 32/2048 1024/65536 ( 1.6%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 48000/0 48000/0 ( 0.0%)
faces 5297/65536 296632/3670016 ( 8.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2846/65536 159376/3670016 ( 4.3%)
leaves 4387/65536 140384/2097152 ( 6.7%)
leaffaces 5745/65536 11490/131072 ( 8.8%)
leafbrushes 4882/65536 9764/131072 ( 7.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39318/512000 157272/2048000 ( 7.7%)
edges 21187/256000 84748/1024000 ( 8.3%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 114/32768 1140/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1449/65536 2898/131072 ( 2.2%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2612788/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 90444/16777216 ( 0.5%)
entdata [variable] 10997/393216 ( 2.8%)
LDR ambient table 4387/65536 17548/262144 ( 6.7%)
HDR ambient table 4387/65536 17548/262144 ( 6.7%)
LDR leaf ambient 5474/65536 153272/1835008 ( 8.4%)
HDR leaf ambient 4387/65536 122836/1835008 ( 6.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 7818/0 ( 0.0%)
physics [variable] 331520/4194304 ( 7.9%)
physics terrain [variable] 876/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 15214
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\eft_poker_r1.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\eft_poker_r1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\garrysmod\garrysmod\maps\eft_poker_r1.bsp"
DrInconceivable
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Re: Materials not being found

Postby joe_rogers_11155 on Sat Jul 05, 2014 5:38 pm

not sure what your directory structure is, but your materials should be located in the materials folder. for example...

lights/white_fill should be located in materials/lights/white_fill
cp_manor/ash_01 should be located in materials/cp_manor/ash_01
drinconceivable/poker_table should be located in materials/drinconceivable/poker_table
and so on and so forth.

the compile log might not show the word "materials/" in the listing of the file's location, but make sure everything is where it needs to be. to further clarify, your "drinconceivable" folder (which is presumably full of your custom materials) should be located inside your materials folder.
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Re: Materials not being found

Postby fern_cotton on Sat Jul 05, 2014 5:41 pm

This is also causing custom textures to not be shaded at all, even though I have a light_environment in my level.


Ahhh, so some are working and some aren't?

I had this happen to my map a few times. Once was when I was using a modified vbsp, but it looks like you're using the original. The other time I don't know why it happened, but I had to delete those brush faces with the offending textures and start again.
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