Textures not found
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Quote
Re: Textures not found
Posted by Devastator on Tue Jan 25th at 12:29am 2005


I have been working on this issue for several days. I have a house map with several rooms that I am building. When I start the map to test it out I see all of the textures fine. When I send it to my Brother to test it he has some of the textures show up as the default purple and black. I am using all textures provided by Hammer, No custom textures.

Things I have tried or considered:

1. I have added cube maps and run buildcubemaps prior to sending. I have also tried to use the pick command on the env_cubemap.

2. I am not showing any leaks on the map or compile log. I do see 2 degenerate faces.

3. There is no point file.

4. I am using a video card that only accepts Direct X 8, My brother has a Direct X 9 Card. This could be applying the textures differently accounting for me seeing them.

I get this message and time I load a map, Any map.

Gibs/HGIBS.mdl has wrong version number (37 should be 44)

Any Help would be great I have scoured the site and not found anything that has worked yet.

When I run Buildcubemaps I get these messages:


] buildcubemaps
bounce: 1/1 sample: 1/58
bounce: 1/1 sample: 2/58
bounce: 1/1 sample: 3/58
bounce: 1/1 sample: 4/58
bounce: 1/1 sample: 5/58
bounce: 1/1 sample: 6/58
bounce: 1/1 sample: 7/58
bounce: 1/1 sample: 8/58
bounce: 1/1 sample: 9/58
bounce: 1/1 sample: 10/58
bounce: 1/1 sample: 11/58
bounce: 1/1 sample: 12/58
bounce: 1/1 sample: 13/58
bounce: 1/1 sample: 14/58
bounce: 1/1 sample: 15/58
bounce: 1/1 sample: 16/58
bounce: 1/1 sample: 17/58
bounce: 1/1 sample: 18/58
bounce: 1/1 sample: 19/58
bounce: 1/1 sample: 20/58
bounce: 1/1 sample: 21/58
bounce: 1/1 sample: 22/58
bounce: 1/1 sample: 23/58
bounce: 1/1 sample: 24/58
bounce: 1/1 sample: 25/58
bounce: 1/1 sample: 26/58
bounce: 1/1 sample: 27/58
bounce: 1/1 sample: 28/58
bounce: 1/1 sample: 29/58
bounce: 1/1 sample: 30/58
bounce: 1/1 sample: 31/58
bounce: 1/1 sample: 32/58
bounce: 1/1 sample: 33/58
bounce: 1/1 sample: 34/58
bounce: 1/1 sample: 35/58
bounce: 1/1 sample: 36/58
bounce: 1/1 sample: 37/58
bounce: 1/1 sample: 38/58
bounce: 1/1 sample: 39/58
bounce: 1/1 sample: 40/58
bounce: 1/1 sample: 41/58
bounce: 1/1 sample: 42/58
bounce: 1/1 sample: 43/58
bounce: 1/1 sample: 44/58
bounce: 1/1 sample: 45/58
bounce: 1/1 sample: 46/58
bounce: 1/1 sample: 47/58
bounce: 1/1 sample: 48/58
bounce: 1/1 sample: 49/58
bounce: 1/1 sample: 50/58
bounce: 1/1 sample: 51/58
bounce: 1/1 sample: 52/58
bounce: 1/1 sample: 53/58
bounce: 1/1 sample: 54/58
bounce: 1/1 sample: 55/58
bounce: 1/1 sample: 56/58
bounce: 1/1 sample: 57/58
bounce: 1/1 sample: 58/58

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Material "debug/debuglightmap":
No render states in shader "LightmappedGeneric_DX8"
Material "debug/debuglightmapzbuffer":
No render states in shader "LightmappedGeneric_DX8"

Compile Log

** Executing...

** Command: "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdkbinvbsp.exe"

** Parameters: -game "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comhalf-life 2 deathmatchhl2mp" "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9"

>>

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comhalf-life 2 deathmatchhl2mpmaterials

Loading C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.vmf

Can't find surfaceprop woodpanel for material ALTESHAUS/8, using default>>

Can't find surfaceprop woodpanel for material ALTESHAUS/25, using default>>

Can't find surfaceprop woodpanel for material ALTESHAUS2/14, using default>>

Can't find surfaceprop woodpanel for material ALTESHAUS/20, using default>>

Can't find surfaceprop woodpanel for material ALTESHAUS/18, using default

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)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 8 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...

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) (118379 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (118379 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.bsp

6 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 5

>>

** Executing...

** Command: "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdkbinvvis.exe"

** Parameters: -game "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comhalf-life 2 deathmatchhl2mp" "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9"

>>

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading c:program filesvalvesteamsteamappsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.bsp

reading c:program filesvalvesteamsteamappsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.prt

703 portalclusters

1992 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (340)

Optimized: 3048 visible clusters (0.00%)

Total clusters visible: 143129

Average clusters visible: 203

Building PAS...

Average clusters audible: 676

visdatasize:114816 compressed from 123728

writing c:program filesvalvesteamsteamappsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.bsp

5 minutes, 43 seconds elapsed

>>

** Executing...

** Command: "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdkbinvrad.exe"

** Parameters: -game "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comhalf-life 2 deathmatchhl2mp" "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9"

>>

Valve Software - vrad.exe (Jan 18 2005)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

>>

Loading c:program filesvalvesteamsteamappsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.bsp

2705 faces

2 degenerate faces>>

1385953 square feet [199577328.00 square inches]

0 displacements

0 square feet [0.00 square inches]

2703 patches before subdivision

43029 patches after subdivision

27 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (88)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)

transfers 1472931, max 244

transfer lists: 11.2 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(109996, 100313, 69355)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(30793, 26821, 14730)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(12120, 10258, 4721)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #4 added RGB(5390, 4443, 1728)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #5 added RGB(2657, 2132, 707)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #6 added RGB(1350, 1052, 297)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #7 added RGB(719, 546, 133)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #8 added RGB(384, 284, 59)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #9 added RGB(213, 154, 28)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #10 added RGB(117, 83, 13)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #11 added RGB(66, 46, 6)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #12 added RGB(37, 25, 3)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #13 added RGB(22, 14, 1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #14 added RGB(12, 8, 1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #15 added RGB(7, 5, 0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #16 added RGB(4, 3, 0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #17 added RGB(2, 2, 0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #18 added RGB(1, 1, 0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #19 added RGB(1, 1, 0)

Build Patch/Sample Hash Table(s).....Done<0.0714 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)

FinalLightFace Done

Ready to Finish

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

>>

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 22/1024 1056/49152 ( 2.1%)

brushes 318/8192 3816/98304 ( 3.9%)

brushsides 2101/65536 16808/524288 ( 3.2%)

planes 1740/65536 34800/1310720 ( 2.7%)

vertexes 5325/65536 63900/786432 ( 8.1%)

nodes 1670/65536 53440/2097152 ( 2.5%)

texinfos 506/12288 36432/884736 ( 4.1%)

texdata 73/2048 2336/65536 ( 3.6%)

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 2705/65536 151480/3670016 ( 4.1%)

origfaces 1086/65536 60816/3670016 ( 1.7%)

leaves 1693/65536 94808/3670016 ( 2.6%)

leaffaces 3113/65536 6226/131072 ( 4.8%)

leafbrushes 1179/65536 2358/131072 ( 1.8%)

surfedges 17474/512000 69896/2048000 ( 3.4%)

edges 9775/256000 39100/1024000 ( 3.8%)

worldlights 27/8192 2376/720896 ( 0.3%)

waterstrips 295/32768 2950/327680 ( 0.9%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 4587/65536 9174/131072 ( 7.0%)

cubemapsamples 58/1024 928/16384 ( 5.7%)

overlays 0/512 0/180224 ( 0.0%)

lightdata [variable] 1590188/0 ( 0.0%)

visdata [variable] 114816/16777216 ( 0.7%)

entdata [variable] 21813/393216 ( 5.5%)

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] 1/1896 ( 0.1%)

pakfile [variable] 308481/0 ( 0.0%)

>>

Win32 Specific Data:

physics [variable] 118379/4194304 ( 2.8%)

==== Total Win32 BSP file data space used: 2806379 bytes ====

>>

Linux Specific Data:

physicssurface [variable] 118379/6291456 ( 1.9%)

==== Total Linux BSP file data space used: 2806379 bytes ====

>>

Total triangle count: 7706

Writing c:program filesvalvesteamsteamappsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.bsp

1 minute, 56 seconds elapsed

>>

** Executing...

** Command: Copy File

** Parameters: "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comsourcesdk_contenthl2mpHouseV9.bsp" "C:Program FilesValveSteamSteamAppsdmtaylor65@hotmail.comhalf-life 2 deathmatchhl2mpmapsHouseV9.bsp"

>>

[addsig]




Quote
Re: Textures not found
Posted by kdhunt2000 on Tue Jan 25th at 12:36am 2005


maybe your bro's graphic card is out of date or he doesnt have the same version cs:s or you are using custom textures that arent being transered properly....



Quote
Re: Textures not found
Posted by Leperous on Tue Jan 25th at 1:01am 2005


I'm having the same problem when I run buildcubemaps too, and apparently other people are seeing purpleness and things they shouldn't (on a prop in one example). Haven't got a clue what to do about it, other than moving the cubemap or changing the lighting/textures in the area :/



Quote
Re: Textures not found
Posted by Rof on Tue Jan 25th at 1:05am 2005


Make sure you're not renaming the map file before you or he loads it. When you do buildcubemaps, it embeds your map's current name into some extra textures it creates in the map's pakfile. If you subsequently change the map name, it wont be able to find them

Oh, and make sure these:

? quote:
Material "debug/debuglightmap":
No render states in shader "LightmappedGeneric_DX8"
Material "debug/debuglightmapzbuffer":
No render states in shader "LightmappedGeneric_DX8"

aren't screwing up something, don't use the debug textures, replace them with something else.

[addsig]




Quote
Re: Textures not found
Posted by Devastator on Tue Jan 25th at 3:27am 2005


I have two different people testing it and they both get the same stuff. any other suggestions?



Quote
Re: Textures not found
Posted by Devastator on Tue Jan 25th at 4:20am 2005


I changed all of the weird Textures on the map and I still get this on buildcubemaps:

Material "debug/debuglightmap":
No render states in shader "LightmappedGeneric_DX8"
Material "debug/debuglightmapzbuffer":
No render states in shader "LightmappedGeneric_DX8"

any idea on what that might be?





Quote
Re: Textures not found
Posted by Devastator on Tue Jan 25th at 4:50pm 2005


Ok I got rid of these messages:

Can't find surfaceprop woodpanel for material ALTESHAUS/8, using default

Apparently any texture with ALTESHAUS in it cant be used on just any surface. Next I went through texture by texture through the map to look to see if the ones that were not showing had anything in common. I had actually used a CS_Plasterwall...oops Other than that the rest of the textures looked fine. I simply replaced them with other textures till all of the textures showed. not ideal but it worked.






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