HL2 Need help with Custom Textures/Model Created 10 years ago2013-06-01 09:34:07 UTC by zopha91 zopha91

Created 10 years ago2013-06-01 09:34:07 UTC by zopha91 zopha91

Posted 10 years ago2013-06-01 09:34:07 UTC Post #313769
I've been working on recreating an old map from another game for over a month now. The project started off as a portfolio piece for college, now I'm in a portfolio class and I would like to have this map finished so I can make a small demo reel out of it. The problem is I can get custom textures and models into hammer, but when I compile the map my custom textures are full bright and the models aren't in the map. I'm using PakRat to attach the materials folder I have setup for the map which includes all the custom textures and models for the map. I've been searching for the solution to this and I've come across people saying they changed the materials directory from half-life 2hl2materials to half-life 2 deathmatchhl2mpmaterials. I've tried this to no avail. I know its a simple issue thats causing this. If anyone can please help me I would appreciate it, this map is a huge asset in my portfolio.
Posted 10 years ago2013-06-01 11:40:47 UTC Post #313772
I have the textures working properly now, I added the textures to
materialPath: c:program files (x86)steamsteamappsSourceModshl2dmmaterials

The first thing it says in the compile log, no wonder I missed it! I'm going to test the custom models now and see where I get. Here is my compile log.

SNIP
Posted 10 years ago2013-06-01 11:51:47 UTC Post #313773
Models are still showing up as Error's in the compiled map.
My .smd script looks like this

$modelname "amberville/streetlamp002.mdl"
$body "Body" "streetlamp002.smd"
$cdmaterials "models/amberville"

$staticprop
$scale 1.0
$surfaceprop "Metal"

$sequence "idle" "streetlamp002.smd" fps 30

$collisionmodel “streetlamp002.smd”
{
$concave
}

The models are loading fine in hammer, textures are loaded on them. When the map is compiled they show up as Error's, I've tried both prop_static and prop_dynamic because those are the only options the model has.
Posted 10 years ago2013-06-03 12:21:16 UTC Post #313815
No such variable "$hdrbasetexture" for material "skybox/sky_day02_07rt"
The sky you are using seems to be non-hdr while you are compiling with HDR. Use a HDR sky or just dont compile with HDR.

Here is a list of sky textures you can use in HL2.
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Your brushes may be overlapping or they may be off grid.. not sure. Load your map, type cl_showfps 1 (in the developer console), and if the location you are currently viewing while playing shows low FPS, then recreate that area or try to simplify your brushes or make them func_detail.
The models are loading fine in hammer, textures are loaded on them. When the map is compiled they show up as Error's, I've tried both prop_static and prop_dynamic because those are the only options the model has.
If the they are loading fine in hammer but not loading in-game, the only cause for that is bad file paths. Double check your model or material paths, and make sure they are in the CORRECT folder.

And also do not triple post if possible. It only makes reading it harder.
Posted 10 years ago2013-06-08 12:56:35 UTC Post #313890
Thanks for your reply, I have fixed the cluster portals saw into cluster issue, reconformed my skybox making my map run much smoother in more areas, but I haven't fixed the hdr message and I'm not sure which is the "correct folder" I've tried nearly all of them. My current compile log looks like this:

materialPath: c:program files (x86)steamsteamappsSourceModshl2dmmaterials
Loading C:UsersAdministratorDesktopoptimized-amber003.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 6280 detail faces...done (1)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:UsersAdministratorDesktopoptimized-amber003.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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 (2) (2179308 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8440 texinfos to 5162
Reduced 994 texdatas to 927 (57051 bytes to 53587)
Writing C:UsersAdministratorDesktopoptimized-amber003.bsp
16 seconds elapsed

2 threads
reading c:usersadministratordesktopoptimized-amber003.bsp
reading c:usersadministratordesktopoptimized-amber003.prt
638 portalclusters
2058 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3236 visible clusters (0.00%)
Total clusters visible: 93358
Average clusters visible: 146
Building PAS...
Average clusters audible: 437
visdatasize:74327 compressed from 102080
writing c:usersadministratordesktopoptimized-amber003.bsp
10 seconds elapsed

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:usersadministratordesktopoptimized-amber003.bsp
22180 faces
31 degenerate faces
10786181 square feet [1553210112.00 square inches]
0 displacements
0 square feet [0.00 square inches]
22149 patches before subdivision
485933 patches after subdivision
648 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 44212318, max 1513
transfer lists: 337.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(637115, 499808, 377261)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(121266, 75923, 45226)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(27167, 14266, 7151)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6580, 2963, 1304)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1715, 678, 271)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(467, 164, 61)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(132, 42, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(38, 11, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(11, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3505 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 81/1024 3888/49152 ( 7.9%)
brushes 6278/8192 75336/98304 (76.6%)
brushsides 42285/65536 338280/524288 (64.5%)
planes 16048/65536 320960/1310720 (24.5%)
vertexes 50750/65536 609000/786432 (77.4%)
nodes 2015/65536 64480/2097152 ( 3.1%)
texinfos 5162/12288 371664/884736 (42.0%)
texdata 927/2048 29664/65536 (45.3%)
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 22180/65536 1242080/3670016 (33.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 16359/65536 916104/3670016 (25.0%)
leaves 2097/65536 67104/2097152 ( 3.2%)
leaffaces 31177/65536 62354/131072 (47.6%)
leafbrushes 11077/65536 22154/131072 (16.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 153577/512000 614308/2048000 (30.0%)
edges 115406/256000 461624/1024000 (45.1%)
LDR worldlights 648/8192 57024/720896 ( 7.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 513/1024 8208/16384 (50.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 20224092/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 74327/16777216 ( 0.4%)
entdata [variable] 772949/393216 (196.6%) VERY FULL!
LDR leaf ambient 2097/65536 50328/1572864 ( 3.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 56/0 2240/0 ( 0.0%)
occluder polygons 1116/0 13392/0 ( 0.0%)
occluder vert ind 4463/0 17852/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/61904 ( 0.0%)
pakfile [variable] 5468339/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 2179308/4194304 (52.0%)

Total Win32 BSP file data space used: 34067077 bytes

Total triangle count: 44317
Writing c:usersadministratordesktopoptimized-amber003.bsp
2 hours, 50 minutes, 23 seconds elapsed
Posted 10 years ago2013-06-15 02:50:02 UTC Post #313981
Can someone assist me with getting my custom models to appear in game? Currently they show up as big red "ERROR's" which means files aren't in the correct folder? I have all models/materials in nearly all my folders and I'm baffled at which folder I might of missed, if that's even the case.
Posted 10 years ago2013-06-15 05:59:02 UTC Post #313984
Um...if you have mods and not just hl2, then check if you placed them in the wrong mod folder(i.e. hl2mp instead of hl2). Also:
Model materials:
rootfolder/modfolder/materials/models(/modelname[unnececery])
Models:
rootfolder/modfolder/models(/modelname[unnececery])
Make sure they aren't in source_sdk folder
Posted 10 years ago2013-06-16 22:37:38 UTC Post #313988
rootfolder/modfolder/materials/models(/mode
lname[unnececery])

I believe I have all the model materials in the same folder my materials are in for the map, I'm going to experiment with that.

Make sure they aren't in source_sdk folder

I had to add the models/textures into source_sdk content in order to fix an error message that was showing up in the compile log.

Thanks for your reply I'll be testing this ideas and re-updating my post.

*Update

Still haven't found the correct folder to place these materials, I have:

hl2mp/materials/amberville - contains all map/model materials
hl2mp/materials/models/amberville - contains all map/model materials

hl2mp/models/amberville - contains all map/model materials

sourcesdk/hl2/materials - contains all map/model materials
sourcesdk/hl2/materials/amberville - contains all map/model materials
sourcesdk/hl2/models/amberville - contains all map/model materials

*Tested with materials in this folder and without, no change

sourcesdk_content/hl2mp/materialsrc/amberville - contains all map/model materials
sourcesdk_content/hl2mp/modelsrc/amberville - contains all map/model materials

This is why I'm baffled, I placed all materials in all folders I thought would load the textures from and none of these are working since my models are still big red ERROR's in-game. If someone could add me to steam I can show you via google hangouts or team viewer, I know this is a simple issue causing this problem.

My steam = Muffinlad
http://steamcommunity.com/profiles/76561197998011101/
Posted 10 years ago2013-06-18 11:13:19 UTC Post #313997
If the models are showing up as "ERROR", then it's the model the game can't locate, not the materials. If only the materials are the problem, the models will show up covered in a pink and black checkerboard texture rather than the proper one.

Do the models still show up properly in Hammer the way the paths are now? And this is a HL2: Deathmatch map, correct? (If not, then your filepaths are way off, and need to be changed to regular HL2 or whatever you're running the map in)
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-18 19:49:06 UTC Post #313998
The models show up properly in hammer, textures loaded, collision loaded, seems all fine in hammer. The map is a HalfLife2:DeathMatch map. Hammer is setup to work with a mod I named HL2DM, could this be the source of the issue? I'm currently in class rite now, working on my portfolio/business cards when I get home around 4pm PST I will add all my models/materials into the HL2 folders.

Not to sound desperate, but can you add me to steam? The sooner I fix this, the quicker I can make my demo reel and I would like to have this fixed as soon as humanly possible.
Posted 10 years ago2013-06-19 00:17:19 UTC Post #313999
I personally can't, sorry. Been using exclusively Offline mode on Steam due to lack of a connection at home for months now.

But if your models are in HL2DM/Models/, I can't think of any reason for them to not show in ingame but show up in Hammer.

Try opening your map with "developer 2", and post the contents of the console. I'm grasping at straws here, but maybe you'll get error messages there that shed some light on the problem.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-19 06:07:10 UTC Post #314002
After using developer 2 in console, I saw this error:

Loading: models/amberville/streetlamp002.mdl
Loading models/amberville/streetlamp002.mdl
Failed to load models/amberville/streetlamp002.mdl!
Posted 10 years ago2013-06-19 06:13:01 UTC Post #314003
I got the models working, thank you very much Jeff. I realized I had a common/halflife2dm folder this whole time, added the models and they worked!
Posted 10 years ago2013-06-19 09:34:39 UTC Post #314004
Oh. Oh, of course!
We all forgot about the file system update!

...I guess a lot of tutorials need to be updated now...

Glad to hear you straightened it out, that never would have occurred to me, since I haven't gotten that update yet.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-19 17:28:22 UTC Post #314005
yeah that got me the other day while trying to pop in a new Half-Life Map
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-06-22 07:37:22 UTC Post #314015
Sometimes I REALLY HATE updates!
Posted 10 years ago2013-06-24 10:33:46 UTC Post #314017
Me too!
Striker StrikerI forgot to check the oil pressure
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