Half life 1 custom texture4/23/2024 ![]() Object names Objects/Maxobjs Memory / Maxmem Fullness Setting up ray-trace acceleration structure. Loading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp Valve Software - vrad.exe SSE (Sep 15 2011) ![]() ** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vrad.exe" Writing c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp Reading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.prtīasePortalVis: 0.1.2.3.4.5.6.7.8.9.10 (0) Reading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp ** Parameters: -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight" ** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vvis.exe" Writing C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp Reduced 12 texdatas to 11 (318 bytes to 262) Water found with no water_lod_control entity, creating a default one. With prop_static, it must be compiled with $staticprop!Įrror loading studio model "models/props_c17/powerbox.mdl"! ! Run buildcubemaps in the engine to get the correct cube maps.Ĭreating default HDR cubemaps for env_cubemap using skybox materials:ĭisplacement Alpha : 0.1.2.3.4.5.6.7.8.9.10Įrror! To use model "models/props_c17/powerbox.mdl" Writing C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_ visibility clusters.Ĭreating default LDR cubemaps for env_cubemap using skybox materials: Loading C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.vmfĬonVarRef mat_reduceparticles doesn't point to an existing ConVarĬould not locate gameinfo.txt for Instance Remapping at gameinfo.txtįixing up env_cubemap materials on brush sides. MaterialPath: c:\program files\steam\SteamApps\sourcemods\evolution\materials ** Parameters: -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.vmf" ![]() ** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vbsp.exe" I have attached some screenshots from the file directories and the vmf for the texture itself, as well as a few in game screens (the mod is called Evolution if you really wanted to know). ![]() I (believe that I) have done everything correctly in terms of putting the custom texture into my mod and my map. You see, whenever I try to add a custom texture it shows up as fullbright in game. Hey everyone! I'm afraid I have come across a little bit of a problem with my custom textures for my mod. ![]()
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