• Texture Thread
    85 replies, posted
[QUOTE=HighdefGE;41220404]Wtf. I was going to look up my own textures for comparison between yours and mine, but when I navigated to my HL2 directory under /steamapps/username/, everything was gone. Literally all the folders are still there but all the files in them are deleted, including my ME and RO2 textures I released a while back plus changes I made. Not to mention some Oblivion ports and the Metro LL ports I've been working on last month are gone too presumably due to the steam pipe conversion or whatever. Thanks valve. :/[/QUOTE] it's all in the steamapps/common folder now. none of your custom content should have been deleted, it was just moved to a new location. any textures and such are in the normal game directory but rather than being in the "materials" folder, they have been moved to "downloads" it's advised that you take all your custom content out of the downloads folder, go inside the "custom" folder and make a new folder (can be named anything) and place all your stuff in there. so the path for the files would be something like "game/game-abbreviation/custom/highdefs stuff/materials". I was pissed at first too, but then I found all my stuff again and I like the steampipe update because it's actually way more organized. everything custom goes in "custom", can have as many folders in there as you need and you can organize all your textures and maps in various master folders rather than having everything mixed up into one generic folder. [editline]28th June 2013[/editline] wait shit that's for tf2/css, I went in my hl2/portal folders in my steamapps/username folder and all my shit was still in there. though there are hl2 and portal folders in the steamapps/common folder, check there
I got a question, How do i create a nice Flowmap shader and how can i create Animated Water texture. Not a scrolling animation but a real Animation Like every water/slime texture that come with any valve's games.
[QUOTE=azgag;41221538]what you can do is open those VMTs in notepad++, and use the search/replace tool (Ctrl+F), it's quick and easy.[/QUOTE] That worked like magic! Thanks a lot!
[QUOTE=Diealready;41221968]it's all in the steamapps/common folder now. none of your custom content should have been deleted, it was just moved to a new location. any textures and such are in the normal game directory but rather than being in the "materials" folder, they have been moved to "downloads" it's advised that you take all your custom content out of the downloads folder, go inside the "custom" folder and make a new folder (can be named anything) and place all your stuff in there. so the path for the files would be something like "game/game-abbreviation/custom/highdefs stuff/materials". I was pissed at first too, but then I found all my stuff again and I like the steampipe update because it's actually way more organized. everything custom goes in "custom", can have as many folders in there as you need and you can organize all your textures and maps in various master folders rather than having everything mixed up into one generic folder. [editline]28th June 2013[/editline] wait shit that's for tf2/css, I went in my hl2/portal folders in my steamapps/username folder and all my shit was still in there. though there are hl2 and portal folders in the steamapps/common folder, check there[/QUOTE] Thanks man. I had a feeling it was moved. Anyways @Stiffy, the textures I have 512x512 are 171kb. You could make your total pack size even lower than it is. Yes it's a lot of textures but I think it's worth it.
I know how to make a texture UnlitGeneric to make it seem like a light source, but how would I make only part of a texture Unlit while the rest isn't? What I'm trying to make is a roof texture for a tunnel that would look like square lights but I don't want the lights that aren't on to be bright like the lights that are. [URL=http://www.mediafire.com/view/?ts0upytgibbyvig][IMG]http://www.mediafire.com/convkey/5d6b/ts0upytgibbyvig6g.jpg[/IMG][/URL]
[QUOTE=Vamp;41227668]I know how to make a texture UnlitGeneric to make it seem like a light source, but how would I make only part of a texture Unlit while the rest isn't? What I'm trying to make is a roof texture for a tunnel that would look like square lights but I don't want the lights that aren't on to be bright like the lights that are. [URL=http://www.mediafire.com/view/?ts0upytgibbyvig][IMG]http://www.mediafire.com/convkey/5d6b/ts0upytgibbyvig6g.jpg[/IMG][/URL][/QUOTE] PhilipK's space textures pull this off, such as lit console screens on normally unlit textures. I'd look at his vmts and see how he did it.
Do you guys have any links to a bunch of road decals? What I mean is this: [IMG]http://www.cgtextures.com/thumbnails/textures/Roads/Damaged/AsphaltDamaged0072_thumblarge.jpg[/IMG] I tried making one myself, and for the most part it turned out okay, but it has this border around it when you move further away (haven't tried in game yet to be honest). Up close it's okay-ish. Thanks.
[QUOTE=Magra55;41228133]PhilipK's space textures pull this off, such as lit console screens on normally unlit textures. I'd look at his vmts and see how he did it.[/QUOTE] [code]"LightmappedGeneric" { "$basetexture" "pk02/pk02_switches01c_C" "$bumpmap" "pk02/pk02_switches01c_N" "$selfillum" 1 "$envmaptint" "[0.35 0.35 0.35]" "$envmapcontrast" 1 "$envmap" "env_cubemap" "$normalmapalphaenvmapmask" 1 "$surfaceprop" metal }[/code] Having a hard time figuring out what it is that he did. Looks like he took the alpha channel of the normalmap for an envmap mask, but I thought that was only for reflectivity on metal? Does that mean he just had a high reflectivity of light on the screens and little to none on the rest? I also noticed it's LightmappedGeneric not UnlitGeneric. I'm a little lost. EDIT: Ok so I just used UnlitGeneric and it looks good enough to me. [IMG]http://cloud.steampowered.com/ugc/612770366641732187/C80C462728AE653CEB5452BD8D8B804CFEA544BD/1024x576.resizedimage[/IMG]
[QUOTE=Vamp;41229370][code]"LightmappedGeneric" { "$basetexture" "pk02/pk02_switches01c_C" "$bumpmap" "pk02/pk02_switches01c_N" "$selfillum" 1 "$envmaptint" "[0.35 0.35 0.35]" "$envmapcontrast" 1 "$envmap" "env_cubemap" "$normalmapalphaenvmapmask" 1 "$surfaceprop" metal }[/code] Having a hard time figuring out what it is that he did. Looks like he took the alpha channel of the normalmap for an envmap mask, but I thought that was only for reflectivity on metal? Does that mean he just had a high reflectivity of light on the screens and little to none on the rest? I also noticed it's LightmappedGeneric not UnlitGeneric. I'm a little lost. EDIT: Ok so I just used UnlitGeneric and it looks good enough to me. [IMG]http://cloud.steampowered.com/ugc/612770366641732187/C80C462728AE653CEB5452BD8D8B804CFEA544BD/1024x576.resizedimage[/IMG][/QUOTE] you'd want to use $selfillum, then $selfillum_envmapmask_alpha: then anything that's "White" in the normal's alpha becomes "fulbright" while everything else shades normally. I'll throw together a quick example texture and material. [editline]28th June 2013[/editline] [QUOTE=azgag;41204757]models and particle effects. The thing is that while it's nice that Stiffy gathered and posted a lot of content, in a few weeks this thread will die just like the Texture Pimpage one, simply because there aren't a lot of texture artists here. At the end you'll have textures in two different places. Anyway, I've had those (WIP) textures on my drive for a while, would anyone be interested in a scifi-ish pack? [t]http://files.1337upload.net/pkaz01_1.jpg[/t][/QUOTE] YES! Look at that nDo2 sexynes! And separated AO channels too! Base coats here I come!
[QUOTE=glitchvid;41231373] YES! Look at that nDo2 sexynes! And separated AO channels too! Base coats here I come![/QUOTE] no nDo2 yet, modeled then baked those, took me more time but I have more control on the shapes I want :D. I wanna create my own dDo preset so I can batch them all at once.
[QUOTE=azgag;41231461]no nDo2 yet, modeled then baked those, took me more time but I have more control on the shapes I want :D. I wanna create my own dDo preset so I can batch them all at once.[/QUOTE] Wish I had modelling skills, dDo looks so fantastic, 'specially with batches and color info (so you can switch diffuse colors on the fly). [editline]28th June 2013[/editline] [QUOTE=glitchvid;41231373]I'll throw together a quick example texture and material. [/QUOTE] As promised: [url]http://static.glitchvid.com/facepunch/mapping/content/release/selfillmexample.7z[/url]
[QUOTE=glitchvid;41231879]Wish I had modelling skills, dDo looks so fantastic, 'specially with batches and color info (so you can switch diffuse colors on the fly). [editline]28th June 2013[/editline] As promised: [url]http://static.glitchvid.com/facepunch/mapping/content/release/selfillmexample.7z[/url][/QUOTE] I was doing level design, then wanted to do more with my maps so I learned 3D. Now I feel like mappers that can't do 3D modeling will be left behind when the next-gen engines come out. But yeah, dDo is really nice, but only if you create your own presets (using the given presets will make your stuff look like anyone else's and it's pretty easy to spot something that was textured using dDo).
[QUOTE=azgag;41235713]I was doing level design, then wanted to do more with my maps so I learned 3D. Now I feel like mappers that can't do 3D modeling will be left behind when the next-gen engines come out. But yeah, dDo is really nice, but only if you create your own presets (using the given presets will make your stuff look like anyone else's and it's pretty easy to spot something that was textured using dDo).[/QUOTE] Modelling is a big + when it comes to mapping.
Anybody want a sidewalk texture? i made it awhile ago and never had a use for it. Just credit me for it. [t]http://i.imgur.com/oigG7w9.jpg[/t] [url]https://dl.dropboxusercontent.com/u/7105610/sidewalk.zip[/url]
[QUOTE=LATTEH;41239165]Anybody want a sidewalk texture? i made it awhile ago and never had a use for it. Just credit me for it. [t]http://i.imgur.com/oigG7w9.jpg[/t] [url]https://dl.dropboxusercontent.com/u/7105610/sidewalk.zip[/url][/QUOTE] Hmm, your Normal's Y is inverted (Source uses a Y-, the inverse of what normalmap generators normally spit out). [editline]sometimelater[/editline] Like, it's not a huge issue, but it's something worth mentioning.
[QUOTE=glitchvid;41247278]Hmm, your Normal's Y is inverted (Source uses a Y-, the inverse of what normalmap generators normally spit out). [editline]sometimelater[/editline] Like, it's not a huge issue, but it's something worth mentioning.[/QUOTE] Is Y blue or green channel. I probably can't flip them anyways would need to use some normal program to do that?
[QUOTE=LATTEH;41250987]Is Y blue or green channel. I probably can't flip them anyways would need to use some normal program to do that?[/QUOTE] green. in photoshop select the green channel and Ctrl-I (it's probably the same in Gimp if you're using that)
Woot! I've been working on a skybox! [IMG]http://cloud-2.steampowered.com/ugc/613897358238670261/8089A681D7D71AD13092E313D38704AA63669F86/[/IMG]
Does anyone know what the light environment parameters are for firegod's skybox, sky_cloudy002?
[QUOTE=Stiffy360;41387113]Woot! I've been working on a skybox! -picture-[/QUOTE] Looks real comfy. Got a download?
[QUOTE=Stiffy360;41387113]Woot! I've been working on a skybox! [IMG]http://cloud-2.steampowered.com/ugc/613897358238670261/8089A681D7D71AD13092E313D38704AA63669F86/[/IMG][/QUOTE] That looks pretty good, any chance we could get a download for it?
[QUOTE=aussiedropbear;41454124]That looks pretty good, any chance we could get a download for it?[/QUOTE] It's kinda crappy, and here's a v2 of it. [IMG]http://cloud.steampowered.com/ugc/613897416817510106/46E0B223D6DB2797187E71548BE9C263347EC8E9/[/IMG] Download for those who care. [url]https://www.dropbox.com/s/5q9aodkz3dv44fx/skybox.7z[/url]
[QUOTE=Stiffy360;41457782]It's kinda crappy, and here's a v2 of it. [IMG]http://cloud.steampowered.com/ugc/613897416817510106/46E0B223D6DB2797187E71548BE9C263347EC8E9/[/IMG] Download for those who care. [url]https://www.dropbox.com/s/5q9aodkz3dv44fx/skybox.7z[/url][/QUOTE] It doesn't look very fitting compared to the other valve skyboxes.
[QUOTE=Sally;41458277]It doesn't look very fitting compared to the other valve skyboxes.[/QUOTE] Well it's not like the weather fits a certain style no? It's just something I threw together for experience.
Different is good with CS:GO since it's mostly greys and browns, there's not much color.
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_cloudy007_in_game.jpg[/t] [url=https://dl.dropboxusercontent.com/u/3779442/Textures/Sky_cloudy007_hdr.7z]Sky_cloudy007_hdr - 4.55 MB[/url] [url]https://dl.dropboxusercontent.com/u/3779442/Skybox_website/sunfolder/Cloudy.html[/url]
[QUOTE=Firegod522;41516824][t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_cloudy007_in_game.jpg[/t] [url=https://dl.dropboxusercontent.com/u/3779442/Textures/Sky_cloudy007_hdr.7z]Sky_cloudy007_hdr - 4.55 MB[/url] [url]https://dl.dropboxusercontent.com/u/3779442/Skybox_website/sunfolder/Cloudy.html[/url][/QUOTE] Very nice looking
YES I FIXED THE SEAMS! [IMG]http://cloud.steampowered.com/ugc/612771997561427106/B159F3ECE956587679CAB1974D3D28E904DE111F/[/IMG] [IMG]http://i.imgur.com/Kko2TdI.jpg[/IMG] Looks low res because of JPG compression
You need a normalmap resembling the circular shape you want, then use it with Refract shader to get the similar effect ingame. A sample vmt would look like: "Refract" { "$normalmap" "yournormalmaphere" "$refractamount" "0.05" "$translucent" "1" "$forcerefract" 1 "$surfaceprop" glass "$bluramount" "2" "$nofog" "1" } You can change certain values to make the effect stronger/weaker.
hey, newbie mapper here, is there any weird thing i need to do if i use custom textures in my map or do i just include the textures with the map?
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