Source Filmmaker

Source Filmmaker

Mad_House Oct 23, 2014 @ 9:05pm
Pink and black texture tiles in left 4 dead 2 maps. How do I get rid of them?
Very annoying pink and black texture tiles all over the place. How do I get rid of these, and have normal textures? Copy/paste files from l4d2 doesn't seem to work.
< >
Showing 1-8 of 8 comments
Kumquat [Velbud] Oct 23, 2014 @ 9:09pm 
Have you extracted all textures from the game? That could be the issue, or there could be issues with lighting too. :/ The second may require you to work on Hammer to fix.
Mad_House Oct 23, 2014 @ 9:44pm 
Originally posted by Strashniy Velikhan (Inactive):
Have you extracted all textures from the game? That could be the issue, or there could be issues with lighting too. :/ The second may require you to work on Hammer to fix.
I am like heavy weapons guy; only Hammer I know is used to smash.

But I digress. I've tried to extract the textures from the game and put them into SFM; doesn't seem to do anything. What I haven't done is go beyond the textures/models/resfiles/maps and sounds folders for more info. Perhaps I need the gfx and cfg? I'm not sure.
Anomi Oct 23, 2014 @ 9:49pm 
First, make sure that you have L4D2 textures, models, and maps all mounted properly, and that they show up via the gameinfo.txt file in your usermod folder.

(if they aren,t add a new line where it says GAME and add the name of the l4d2 folder into the new line)

Open up SFM and see if the folder you put the extracted L4D2 content into is accessible through SFM.

If the maps are still pink and black, or have other various issues like crashing or no lighting, you need to go get a map decompiler like bsp source, decompile the l4d2 maps you want into vmf files.

Launch SFM, and instead of starting SFM, start up the SDK. Open Hammer, and open the VMF file in SFM. If all of the textures load alright, you need to go to file and run map. Make sure hdr is checked on.

But be patient. This process will take a long time, and don't get too worried if the command box looks stuck on portalflow. If you wanna know if it crashed, open task manager and see if it's still eating up your entire cpu.

This is your best bet for getting it to work. However, it's not a guranteed method for making maps work.
Last edited by Anomi; Oct 23, 2014 @ 9:50pm
Mad_House Oct 23, 2014 @ 10:40pm 
Here are a few strings from the console that indicate errors: It's condensed btw to keep from overwhelming one's eyes...





Error: Material "models/weapons/v_sapper/v_sapper_glass" : proxy "invis" not found!


props_foliage\Urban_vine02.mdl : material "models/props_foliage/urban_trees_branches02_still" not found.


Error: Material "models/weapons/w_wrench/w_wrench01_gold" : proxy "AnimatedWeaponSheen" not found!

Warning: Table ParticleEffectNames is full, can't add flashlight_thirdperson_bak


props_interiors\chair_thonet.mdl : material "models/props_interiors/chair_thonet" not found.


prop_physics_override 'models/props_junk/garbage_cleanercan01a_fullsheet.mdl' has a base specified as 'Cardboard.physics', but there is no matching entry in propdata.txt.


Can't find soundscape: c3m4.houseinterior


Attempted to precache unknown particle system "critgun_weaponmodel_blu"!

Attempted to create unknown entity type func_nav_attribute_region!
Can't init func_nav_attribute_region

Couldn't find any entities named mansion_resources_3, which point_template mansion_resources_3_template is specifying.

prop_door_rotating has Door model (models/props_downtown/door_interior_128_01_dm03_01.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file

prop_physics_override 'models/props_junk/garbage_coffeecup01a_fullsheet.mdl' has a base specified as 'Pottery.Plant', but there is no matching entry in propdata.txt.

Requesting texture value from var "$envmap" which is not a texture value (material: liquids/water_swamp_m4_beneath)
Anomi Oct 23, 2014 @ 10:42pm 
It all looks and seems like simple incompatabilities with SFM. Who knows, maybe L4D2 maps and SFM were never meant to be (like cs:go maps)
Mad_House Oct 23, 2014 @ 10:47pm 
Originally posted by Sieskeleton:
It all looks and seems like simple incompatabilities with SFM. Who knows, maybe L4D2 maps and SFM were never meant to be (like cs:go maps)

The strange thing is that I had actually been able to load them earlier; the character models for L4D1 got screwed up somewhere along the line, I did a complete reinstall, and now the textures just aren't working. I'm thinking of some way to sort it all out at the moment, but, I don't quite know what would work or not.

I might have to adjust folders so that things are in proper areas, but then again, I have no idea what I'm doing here. This is my first day actually looking at the files.

I know how to create mods, so as soon as I "learn the language" so to speak, I should be able to sort through these. I've learned how to use the editor otherwise. I'm getting used to this thing.

Nothing is impossible now :)
Anomi Oct 23, 2014 @ 10:52pm 
every subfolder in SFM's GAME folder is essentially treated as normal game folders (like the tf folder in steamapps/common/Team Fortress 2

So it will have the folders materials, models, maps, and sounds. As long as you preserve how it was located in the file you extracted them from.
6000 ANGRY BEES Oct 23, 2014 @ 11:56pm 
Open the L4D2 VPK and go to materials/props/

Select all the folders that start with "props_" and extract to SourceFilmmaker/game/left4dead2

Repeat for the two left4dead2_dlcs. Sorted!
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Oct 23, 2014 @ 9:05pm
Posts: 8