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Custom image compiles

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  • AliAi_935 Offline
    AliAi_935 Offline
    AliAi_935
    wrote last edited by
    #1

    successfully in .ff but never loads for other players / on a VPS (T6 Zombies)

    Hi everyone,

    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.

    Setup:

    • New perk based on Juggernog as a template (renamed material/image/xmodel so it's a new asset, not an overwrite).
    • Using OAT (Linker) to compile everything into the mod's .ff.
    • Also loading custom GSC scripts (originally from the local raw scripts folder, now compiled into the mod itself).

    The problem:
    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:

    • 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.
    • 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.

    What I've isolated so far:

    • 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.
    • If it's in neither the mod nor the local folder, I get the standard checkerboard missing-texture placeholder.
    • Tested on an actual VPS (not LAN): the image still doesn't reach the client, and the model loads without proper textures.

    My question:
    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)?

    Any insight from people who've shipped custom textures on a real, populated server would be hugely appreciated!
    OAT version used: latest version, i.e. version 0.33.0bandicam 2026-09-16 12-56-11-684.jpg bandicam 2026-09-16 12-57-04-701.jpg bandicam 2026-09-16 13-02-48-827.jpg plutonium-bootstrapper-win32 2026-09-16 13-00-26-617.jpg

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    • Senju115 Offline
      Senju115 Offline
      Senju115
      wrote last edited by
      #2

      You don't need FastDL or manual distribution (though that would work as a last resort). Just:

      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_.
      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.
      Recompile with OAT, making sure the new image name — not the original — is what ends up in mod.zone.
      Test again over LAN or on the VPS.

      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.

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