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antihuman behavior
A shiddy little tutorial is the best I can do.
- either correct the specified file name
- or remove the entire line.
EXAMPLE
A .vmt file with a mislabeled or missing bumpmap, as listed above, might look like this:
"$basetexture" "Brick/texture123d"
"$bumpmap" "Brick/texture124d_normal"
"$surfaceprop" "brick"
In this case, the bumpmap is labeled as 124. There is no corresponding bumpmap (aka. normal map) going by that name in the files, and so the depth layer looks like a checkerboard ingame.
Now you have two options on how to proceed:
_____________________________________
1. This is likely a typo, intended to be 123, same as the basetexture. You can look through the files in the folder and see if there is a texture file named "texture123d_normal.vtf". If that file exists, you can just correct the typo in the .vmt file, so the game knows to load the correct normal map, like so:
"$basetexture" "Brick/texture123d"
"$bumpmap" "Brick/texture123d_normal"
"$surfaceprop" "brick"
_____________________________________
2. If the intended bumpmap is missing from the file structure, or you don't want to bother, you can remove the "$bumpmap" line altogether, like so:
"$basetexture" "Brick/texture123d"
"$surfaceprop" "brick"
_____________________________________
If you go with option 2, the material will simply not have any depth.
But it'll look alright in 99% of situations.
First, does it matter whether one uses a backslash or forward slash? The valve developer website seems to use a forward slash but your post uses backslashes.
Second, I do not see the following paths in the upacked vpk:
materials/hla_assets/props_wasteland/cafeteria_table001a.vmt
materials/hla_assets/props_wasteland/horizontalcoolingtank04.vmt
I don't see an hla_assets subfolder in materials. Are these part of the mod?
Huh... guess I might've added some examples from other Workshop mods. I packed 'em all together haphazardly to have one complete package. If they're not there, I guess that's that
Pretty sure it was just these three:
1 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3366783612
1 overriding 2
2 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3367114440
2 overriding 3
3 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3366805585
This weekend I've noticed a significant flaw with this pack though – the game fails to generate the shortest fences with physical properties on map transitions. As a result, there are two maps with missing fences:
1. in Half-Life 2 "Episode 0",
underneath that long bridge where you need to disable the shields, there are some sideways fences holding a pile of steel beams. It's supposed to function as a trap to crush two Combine soldiers, but the trap becomes nonfunctional with this pack.
Not a big deal, there's just some floating steel beams in the corner of the room.
2. In Half-Life 2 Episode 2,
there is an event where zombies are supposed to bust down the fences. Since the fences don't exist, you can walk right through, and the zombies are going to look like they're pounding against thin air.
You're not softlocked or anything, but it breaks immersion.
You must wait before you can proceed, the doors only break after every fence is down.
Since you're already working with the raw file structures, I suggest you give this prop pack a try:
https://gamebanana.com/mods/291754
Replace the model files for props_c17/fence01b to fix this issue, that's what I did.
Alternatively, just use the entire Gamebanana pack instead lol
I haven't tried it out personally, but it probably has more quality control.