Open piqey opened 1 month ago
Yep, currently srctools
' VMT parser (and therefore HammerAddons) doesn't handle flags specially, so it just thinks this is a property named ldr?$lightmap
. When writing the parser I wasn't sure how to decode these, if you needed to know the list of flags up-front to detect, etc. I didn't think it was too important given how old Source is - it's not that likely anyone is going to have a DX8-only card or something today.
I probably should implement support though. As a workaround, you can place comp_pack
entities to tell the autopacker directly about these textures.
Yep, currently
srctools
' VMT parser (and therefore HammerAddons) doesn't handle flags specially, so it just thinks this is a property namedldr?$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.