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Old 05-16-2012, 05:29 PM   #1
ScorpioUprising
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Default All my textures are black


http://steamcommunity.com/id/scorpio...605?tab=public

This is not a leak as far as I can tell. First, the loadpointfile does nothing. Second, any errors related to props outside of the map are not showing up in the log. Third, the lighting actually works (all the props are properly lit) but the textures themselves don't show up. Any ideas on what this is?
 
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Old 05-16-2012, 05:52 PM   #2
fubarFX
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Default All my textures are black


make sure to check your lightmap view to make sure everything is normal in there and double check your compile options. it would also be worthwhile to check the compile log for anything weird in the vrad section

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Old 05-16-2012, 06:40 PM   #3
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Default All my textures are black


Is this what lightmap is supposed to look like in game? http://dl.dropbox.com/u/3492731/spacesaver/dafuq.jpg

If not, then the problem is a setting with hammer generally. For some reason, any map I load has these really dark lightmaps. :< Checked compile log, nothing too weird came up in rad. Checked interlopers and had these two issues crop up that don't seem related but:

make_triangles:calc_triangle_representation: cannot convert

material nature/blendgroundtograss002 uses unknown detail object type tf_cattail!
 
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Old 05-16-2012, 07:17 PM   #4
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Default All my textures are black


Have you tried sending the vmf to someone else (or using a different computer), and getting them to compile it, to determine whether it's an issue that might be related to your game files?
 
Last edited by Sel; 05-16-2012 at 07:19 PM.
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Old 05-16-2012, 07:34 PM   #5
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Default All my textures are black


Looks like the light props are the culprits to me. Try moving the light entities out of the props collision mesh or disabling shadows on the light props.

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Old 05-16-2012, 07:46 PM   #6
bob+M|M+
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Default All my textures are black


I've encountered and solved this problem a few times now. From what I've seen, it's due to odd-shaped func_details overlapping each other/world brushes in an off-the-grid manner (IE less than 1 unit). In one case it was due to a func_detail spiral stair-case where the verticies in the center were not aligned and all overlapping each other by less than 1 unit. Another case was a square-with-a-cylinder-cut-out-of-the-middle func_detail slightly overlapping a square-with-a-cylinder-cut-out-of-the-middle world brush. Another case was also due to spiral func_details. Hope that helps.

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