I've recently been trying to get [URL="http://www.mediafire.com/?ge33n6fpc7so8q3"]cp_orange_x3[/URL] to work in SFM. It does not come with an HDR lightmap, so I [URL="http://www.mediafire.com/?t6fbm1do3xfppb7"]decompiled[/URL] the map with BSPSource and I ran it in Hammer with the "HDR" setting activated, but when I run the map in SFM, I get [URL="http://i.imgur.com/QfEaS.jpg"]weird black textures[/URL] in some places. Does anyone know how to get this map working?
Go unter the compile option under Expert and choose Full Compile - HDR only and delete the -mpi out of the first both commands.
Then compile it again with the current settings.
[QUOTE=MarcoPixel;37202946]Go unter the compile option under Expert and choose Full Compile - HDR only and delete the -mpi out of the first both commands.
Then compile it again with the current settings.[/QUOTE]
Hmm... when I did that it gave me an error message saying
[CODE]The current mod is from a different directory than your executable.
This can be caused by running a tool from one product while the current mod is from a different product.
The mod can be set in the SDK.[/CODE]
I didn't get this message before, so then I ran it from the TF2 SDK Hammer instead of the SFM Hammer, and that fixed the error.
The map loaded and worked fine in TF2, but showed the same problems with black textures in SFM.
[editline]13th August 2012[/editline]
I also found this in the compile log:
[CODE]material "tfcustoms/color_grey" not found.
Material not found!: TFCUSTOMS/COLOR_GREY
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "tfcustoms/color_orange" not found.
Material not found!: TFCUSTOMS/COLOR_ORANGE[/CODE]
[QUOTE=Lee Dumber;37202226]I've recently been trying to get [URL="http://www.mediafire.com/?ge33n6fpc7so8q3"]cp_orange_x3[/URL] to work in SFM. It does not come with an HDR lightmap, so I [URL="http://www.mediafire.com/?t6fbm1do3xfppb7"]decompiled[/URL] the map with BSPSource and I ran it in Hammer with the "HDR" setting activated, but when I run the map in SFM, I get [URL="http://i.imgur.com/QfEaS.jpg"]weird black textures[/URL] in some places. Does anyone know how to get this map working?[/QUOTE]
Try to disable the lightning in SFM.
[QUOTE=gokiyono;37209098]Try to disable the lightning in SFM.[/QUOTE]
Huh... this disables all of the black textures and displays the correct ones! Still though, is there a way I can use it with lighting? Because for most purposes it's much worse without lighting.
[QUOTE=Lee Dumber;37215582]Huh... this disables all of the black textures and displays the correct ones! Still though, is there a way I can use it with lighting? Because for most purposes it's much worse without lighting.[/QUOTE]
Unless you want to decompile the map and add it manually. No.
One of the wonders of cp_orange is that it doesn't have any light (As it is a wonder for people with low performance pc's like me.)
[QUOTE=gokiyono;37216902]Unless you want to decompile the map and add it manually. No.
One of the wonders of cp_orange is that it doesn't have any light (As it is a wonder for people with low performance pc's like me.)[/QUOTE]
Well I am trying to decompile it, but I haven't had any success getting rid of the black objects. My computer can more than handle the map, so the visual quality is a priority for my SFM work, not the time needed to render it.
Still though, I find it interesting that some things turn black only when lighting is on...
[QUOTE=Lee Dumber;37217461]Well I am trying to decompile it, but I haven't had any success getting rid of the black objects. My computer can more than handle the map, so the visual quality is a priority for my SFM work, not the time needed to render it.
Still though, I find it interesting that some things turn black only when lighting is on...[/QUOTE]
The things turns black because their materials become visible when hit by light. Though when there aren't any light... Well... I think you know the rest of the story.
[QUOTE=gokiyono;37226066]The things turns black because their materials become visible when hit by light. Though when there aren't any light... Well... I think you know the rest of the story.[/QUOTE]
So how can I force them to turn on? Is the only solution to just place extra lights?
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