[2.41] emp_midbridge missing models

Discussion in 'Closed bugs' started by wealthysoup, Mar 24, 2013.

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  1. wealthysoup

    wealthysoup Lead Tester

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    Last edited: Mar 24, 2013
  2. Freaknovich

    Freaknovich Member

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    I too have this issue.
     
  3. [lodw]keef

    [lodw]keef Hobbit

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    Don't have the source files for latest midbridge, I'm not even sure what the model is suppose to be
     
  4. Trickster

    Trickster Retired Developer

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    I have to start gathering the VMFs, I've been really lazy with that.
     
  5. complete_

    complete_ lamer

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    im pretty sure its bushes
     
  6. [lodw]keef

    [lodw]keef Hobbit

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    yes but WHICH bushes cannots be founds?

    Not that I really tried to find out. I was just going for the lazy way of looking at the vmf
     
  7. wealthysoup

    wealthysoup Lead Tester

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    Is there a console command to find out? Or is that only for materials?
     
  8. Silk

    Silk Mapper

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    Even with the VMF i don't think you could find out which model is giving this error. I decompiled the map to have a look and there are no bushes at all, so they must be detail props automatically generated and placed by the grass material. To know what model it's referring to, you'd need the detail.vbsp file used to compile the map.

    At least for detail sprites the information is stored in the detail.vbsp, i'm assuming the same holds true for detail props.

    Edit: i assumed you guys checked the console before posting here, but ... i guess no one ever did :D

    From the console after loading midbridge:
    and from the valve wiki:
    I fear you'll have to remove this bush from the detail prop list before recompiling the map. If you change the files to fix it for this map (which might not even work) you break the model in all other maps using it
     
    Last edited: Mar 27, 2013
  9. [lodw]keef

    [lodw]keef Hobbit

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    The model bigbush1a_detail.mdl actually appears to be using the wrong texture. If it is calling for a vertex lit texture is must be using treebranch_bush01a.vmt and not treebranch_bush01a_unlit.vmt

    bigbush1a.mdl should be the only one using treebranch_bush01a.vmt
     
  10. Silk

    Silk Mapper

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    @idle idle studio treeBranch_oak01a_unlit treeBranch01a_unlit treeBranch_oak01a treeBranch01a Common\Nature\

    I opened the .mdl in a simple text thingy, and my guess is it uses 4 skins, two of which are lit while the other two are unlit. But as the valvewiki sais, all skins have to be unlit.

    Removing the references to the lit materials just made the map crash on load btw. I'm guessing a modeler should be able to rebuild it or something with just the 2 unlit skins? Even then i fear the map will still require a recompile.
     
    Last edited: Mar 27, 2013
  11. pastori

    pastori Creator of huge bridges

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  12. Silk

    Silk Mapper

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    A house with 2 bedrooms and a decent size garden please
     
  13. Trickster

    Trickster Retired Developer

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    Thanks Pastori. Hopefully we can fix this asap.
     
  14. [lodw]keef

    [lodw]keef Hobbit

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    model should just need to be recompiled without the treebranch_bush01a.vmt and treeBranch_oak01a.vmt

     
  15. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    FUCKING
    FINALLY
    FIXED THIS SHIT

    Silk, you had the right idea, the problem is that you can't just edit binary files willy-nilly because the size needs to be the EXACT SAME, byte for byte. So you were right in that you could just deleted those other skins, but it had to get replaced with an equal number of 0's for every character taken out.
     
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