<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Custom image compiles]]></title><description><![CDATA[<p dir="auto">successfully in .ff but never loads for other players / on a VPS (T6 Zombies)</p>
<p dir="auto">Hi everyone,</p>
<p dir="auto">I'm building a custom .ff mod for BO2 Zombies (a new drink perk) and I'm stuck on a persistent issue with one specific custom image.</p>
<p dir="auto">Setup:</p>
<ul>
<li>New perk based on Juggernog as a template (renamed material/image/xmodel so it's a new asset, not an overwrite).</li>
<li>Using OAT (Linker) to compile everything into the mod's .ff.</li>
<li>Also loading custom GSC scripts (originally from the local raw scripts folder, now compiled into the mod itself).</li>
</ul>
<p dir="auto">The problem:<br />
One custom image (a HUD element that appears ~10 seconds into a round, referenced as e.g. "zm_rank1") behaves very differently from my perk's icon and 3D model textures:</p>
<ul>
<li>My perk icon (renamed following the stock specialty_X_zombies naming pattern) and the 3D model textures work fine: when I tested over LAN with a friend, the image automatically appeared in their local Plutonium/storage/t6/images folder after connecting, and rendered correctly for both of us.</li>
<li>The zm_rank1 image does NOT do this. It only ever displays for me (the host), never for a connecting player — even though the linker log confirms it compiled successfully, with an explicit "image,zm_rank" entry in mod.zone, exactly like my working assets.</li>
</ul>
<p dir="auto">What I've isolated so far:</p>
<ul>
<li>If the image is compiled into the mod but NOT present in my own local Plutonium images folder, it renders as fully invisible (not the checkerboard missing-material fallback). This suggests the engine recognizes the material/reference, but the actual streamed pixel data isn't available without a local file.</li>
<li>If it's in neither the mod nor the local folder, I get the standard checkerboard missing-texture placeholder.</li>
<li>Tested on an actual VPS (not LAN): the image still doesn't reach the client, and the model loads without proper textures.</li>
</ul>
<p dir="auto">My question:<br />
Is there a known reason OAT/the Linker doesn't fully embed a new custom image's real pixel data into the .ff (only the material/asset reference), requiring the local images folder as a fallback? And if so, is there any reliable way (FastDL, a specific mod folder structure, a Linker flag, etc.) to get that raw file to actually reach a normal connecting player automatically — the way my other assets apparently did during my LAN test? Or is manually distributing a small texture file for players to drop into their own images folder genuinely the only way, even for a live server (not a "download to install" mod release)?</p>
<p dir="auto">Any insight from people who've shipped custom textures on a real, populated server would be hugely appreciated!<br />
OAT version used: latest version, i.e. version 0.33.0<img src="/assets/uploads/files/1789589535473-bandicam-2026-09-16-12-56-11-684.jpg" alt="bandicam 2026-09-16 12-56-11-684.jpg" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1789589535491-bandicam-2026-09-16-12-57-04-701.jpg" alt="bandicam 2026-09-16 12-57-04-701.jpg" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1789589535507-bandicam-2026-09-16-13-02-48-827.jpg" alt="bandicam 2026-09-16 13-02-48-827.jpg" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1789589535526-plutonium-bootstrapper-win32-2026-09-16-13-00-26-617.jpg" alt="plutonium-bootstrapper-win32 2026-09-16 13-00-26-617.jpg" class=" img-fluid img-markdown" /></p>
]]></description><link>https://forum.plutonium.pw/topic/46573/custom-image-compiles</link><generator>RSS for Node</generator><lastBuildDate>Mon, 21 Sep 2026 17:28:04 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/46573.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 16 Sep 2026 20:12:30 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Custom image compiles on Fri, 18 Sep 2026 05:23:31 GMT]]></title><description><![CDATA[<p dir="auto">You don't need FastDL or manual distribution (though that would work as a last resort). Just:</p>
<p dir="auto">Rename the HUD image asset to something totally new and unique — avoid any name/prefix that exists in vanilla T6 (zm_rank, hud_, etc.), the same way you already did with specialty_.<br />
Update every reference to that name: the material using it, and any GSC line that calls it (e.g. hudelem setshader "zm_rank1" or however you're referencing it) to point to the new name.<br />
Recompile with OAT, making sure the new image name — not the original — is what ends up in mod.zone.<br />
Test again over LAN or on the VPS.</p>
<p dir="auto">With a non-colliding name, it should behave exactly like your perk icon: shipped along with the rest of the mod's new assets to any connecting player, with no need for them to already have the file locally.</p>
]]></description><link>https://forum.plutonium.pw/post/179161</link><guid isPermaLink="true">https://forum.plutonium.pw/post/179161</guid><dc:creator><![CDATA[Senju115]]></dc:creator><pubDate>Fri, 18 Sep 2026 05:23:31 GMT</pubDate></item></channel></rss>