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"VertexLitGeneric"
{
// $basetexture "piqey/thebel/skybox/thebel_skybox/roof" // This is loaded by another VMT in the project, that's why you'll see it still get packed in the compile log below
$basetexture "piqey/thebel/skybox/thebel_skybox/roof_lightmappable"
$surfaceprop "concrete"
"ldr?$lightmap" "piqey/thebel/skybox/thebel_skybox/roof_lightmap"
"hdr?$lightmap" "piqey/thebel/skybox/thebel_skybox/roof_lightmap_hdr"
}
However, as you can see from the following compile log excerpt, the $lightmaps specified by the ldr? and hdr? conditional statements were not packed by the postcompiler:
I could include in-game screenshots but I think that's somewhat unnecessary as it's just... not there. A missing texture. If you want it, here is the full compile log (I only ran vbsp.exe and postcompiler.exe to keep it concise).
Just a side note, I know the textures work fine. I've been using them for about a week now, and it was only today that I unmounted all my content to test the auto-packing and noticed postcompiler.exe wasn't doing its job on those particular textures.
The text was updated successfully, but these errors were encountered:
piqey
changed the title
Auto-packing fails to consider conditional VMT statements
Auto-packing fails to consider textures in conditional VMT statements
Oct 23, 2024
Yep, currently srctools' VMT parser (and therefore HammerAddons) doesn't handle flags specially, so it just thinks this is a property named ldr?$lightmap. When writing the parser I wasn't sure how to decode these, if you needed to know the list of flags up-front to detect, etc. I didn't think it was too important given how old Source is - it's not that likely anyone is going to have a DX8-only card or something today.
I probably should implement support though. As a workaround, you can place comp_pack entities to tell the autopacker directly about these textures.
Yep, currently srctools' VMT parser (and therefore HammerAddons) doesn't handle flags specially, so it just thinks this is a property named ldr?$lightmap. When writing the parser I wasn't sure how to decode these, if you needed to know the list of flags up-front to detect, etc. I didn't think it was too important given how old Source is - it's not that likely anyone is going to have a DX8-only card or something today.
I probably should implement support though. As a workaround, you can place comp_pack entities to tell the autopacker directly about these textures.
Yes, that's how I'm going to work around it for now. Have been doing something similar for custom sounds in soundscapes. Just thought I'd file an issue while I was at it.
I have a VMT that reads as follows:
However, as you can see from the following compile log excerpt, the
$lightmap
s specified by theldr?
andhdr?
conditional statements were not packed by the postcompiler:I could include in-game screenshots but I think that's somewhat unnecessary as it's just... not there. A missing texture. If you want it, here is the full compile log (I only ran
vbsp.exe
andpostcompiler.exe
to keep it concise).Just a side note, I know the textures work fine. I've been using them for about a week now, and it was only today that I unmounted all my content to test the auto-packing and noticed
postcompiler.exe
wasn't doing its job on those particular textures.The text was updated successfully, but these errors were encountered: