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and that somehow caused the missing texture problem
that would also explain why this doesn't happen on the 32 bit branch
thanks for finding that
i still haven't found out why it just stopped appearing right on 64 bit, but if if there's any updates about that i'll put them here
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2925489145/3759977946663949694/
Not sure if that will help you, but you can give it a try.
i tried unsubbing and resubbing, verifying game files, and even reinstalling the game, but nothing worked
the map was working fine a few days ago
i checked the console and it said that "detail.vbsp" failed a whitelist check and that the following files had "funny length"
materials\sprites\theanine3d\kh_hollow_bastion\entrancehall\anim_candle_light.vtf
materials\models\theanine3d\kh_hollow_bastion\castlegates\light_hb_castlegates_2.vtf
materials\models\theanine3d\kh_hollow_bastion\castlegates\light_hb_castlegates_3.vtf
materials\models\theanine3d\kh_hollow_bastion\entrancehall\tex_0_c0000_3400.vtf
materials\models\theanine3d\kh_hollow_bastion\grandhall\tex_0_10000_200.vtf
i initially tried including these error prints in full but then i ran into the steam comment character limit
after those error prints it said "Couldn't write cache/map_pack.bsp to mount embedded content!"
@k2mario: It just depends on how easily available or rippable the models are. If the models have already been deciphered / ripped, it's doable.
Do you plan to remake Traverse Town by any chance?
It means we get to explore them in more detail than allowed in the games they're from.
Note that the background music uses your Gmod audio settings for volume. If you set Gmod's music volume to 0, you can disable the music in the map if needed.