Missing flashlight textures

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Comedyninja
9 Posts
Posted Oct 29, 2011
Hey there, I've been lurking here for quite a while but never posted anything up till now.

Anyway, I've been working on a map that I planned to have use an env_projectedtexture, but Hammer can't seem to find the effects/flashlight001 and effects/flashlight003 textures. They're not in the texture browser at all, they don't appear when running my map in-game, but when I run a Valve map that uses an env_projectedtexture, everything works perfectly.

So where are the textures located, and how can I get Hammer to find/recognize them??

No idea if it's worth mentioning, but I have portal, portal2, hl2, and hl2:ep1 installed.

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Skotty
671 Posts
Posted Oct 29, 2011
Replied 5 hours later
They are not in the textur browser because for env_projectedtexture only the VTF counts (the file where the picture is in). You would need a VMT (the file with all the settings and shader in it) to see it in Hammer or use it in any other way.
As for env_projectedtexture you just put in the path, without any ending. See this post: post47177.html#p47177
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Comedyninja
9 Posts
Posted Oct 29, 2011
Replied 7 hours later

Skotty wrote:
As for env_projectedtexture you just put in the path, without any ending.

What do you mean? I've looked at the thread you mentioned before but I'm not sure how it helps. Should I just write "flashlight001" for the Texture Name value in the projectedtexture?

Edit: Nope, that didn't work. The console always prints out these lines:

material "effects/flashlight001" not found.
"materials/flashlight001.vtf": can't be found on disk
Texture 'flashlight001' not found.

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Skotty
671 Posts
Posted Oct 29, 2011
Replied 1 hour later
effects/flashlight002
That the only thing you have to write in the env_projectedtextures Texture Name field.
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Comedyninja
9 Posts
Posted Oct 29, 2011
Replied 3 hours later
Alright I tried that but still nothing. It still says "Texture 'flashlight002' not be found."
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marKiu
238 Posts
Posted Jan 20, 2012
Replied 2 months later
I started mapping a few days ago and i noticed that i get the same error as Comedyninja when using env_projectedtexture. I googled for hours now but i cant get it to work...
Maybe one of u can send me or upload the missing file.
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ChickenMobile
2,460 Posts
Posted Jan 20, 2012
Replied 14 hours later
flashlight001 002 etc. Should be packed inside your portal2 vpk. The only reason I can think that it isn't working is if you are using Alien Swarm SDK and not the Portal 2 Authoring Tools.
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Skotty
671 Posts
Posted Jan 21, 2012
Replied 9 hours later
The answere is very easy:
Like I wrote already in this thread, the flashlight textures don't have a VMT file, just a VTF.
They will get loaded! But because the game itself looks for a VMT file it gives an error out, but the flashlight it working!
So you must ignore that error line in the games console.
Best example to see if the flashlight works: effects/flashlight_security001. It's a round light texture with visible borders, so you will see that it works.
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Comedyninja
9 Posts
Posted Jan 21, 2012
Replied 12 hours later
Today I experimented with the projectedtexture some and it worked fine. I have absolutely no idea why it suddenly started working, but I swear it never worked before. One thing I did that may have fixed it was verifying the integrity of the cache like 5 times in a row. It kept finding new things to fix! Anyway, thanks to Skotty for your help :smile:
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Arc8ngel
18 Posts
Posted Feb 15, 2012
Replied 25 days later
Please forgive my ignorance, but I'm having trouble determining what it is I'm supposed to change to get an env_projectedtexture to show up.

I'm getting the same "material effects/flashlight00X missing" errors, but ignoring those errors isn't working. The projected texture is simply not showing up. There's only one in the level, so nothing is being overridden.

I attempted using the security flashlight, as per Skotty's advice, but that material wasn't found, and doesn't show up in the texture browser, either.

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Skotty
671 Posts
Posted Feb 16, 2012
Replied 16 hours later
It cant show up in the texture browser, because there is no VMT file for that texture (thats why there is the error in the console).
Are you sure your env_projectedtexture is bright enough? Sometimes you simply can't see it if it's to dark.
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HMW
806 Posts
Posted Feb 16, 2012
Replied 15 minutes later
Another thought: do you have an entrance elevator in your map? The standard elevator instances have their own env_projectedtextures, which will turn on and override yours when the game starts. You need to explicitly turn it on via a trigger when the player enters the room.
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Arc8ngel
18 Posts
Posted Feb 17, 2012
Replied 23 hours later
The env_projectedtexture was already being triggered on and off by a button, but I added a trigger_once just before you entered the room, and turned the brightness up to a factor of 3. At first it didn't seem like either was working. However, by placing my cube on and off the button, I found I could get the light to turn on sometimes.

SO. . .technically I know the texture is there now, just not displaying properly. On top of that, I now know that the appearance field isn't affecting the projectedtexture, so the flourescent flicker that I want isn't going to work by doing it this way. Time to try a new approach.

Thank you guys so much for your help, though.