• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • Testing my 1st graphic tablet, still WIP :D [img]http://img823.imageshack.us/img823/5079/azgreenmetal01d.jpg[/img]
  • Looks nice, but the paint wearing on the edges looks like someone did a terrible job at painting rather than fading paint. Looks messy.
  • [QUOTE=Grenade Man;31151825]Is there a simple tutorial on how to embed spec map into bump map?[/QUOTE] open bumpmap in photoshop. layer>layer mask>new layer or w/e. click the channels tab on the bottom right. click alpha1 paste the spec map into it. Save as .tga and import into vtf edit.
  • Is there a way to mass produce textures? I have all the pngs at the right size and all I need to do is make them into textures - is there a shortcut or do I have to do all of them in singles?
  • Thanks firegod! Figured id' contribute, just random textures that i figure will come in handy. [thumb]http://img52.imageshack.us/img52/9916/texttttest0005.jpg[/thumb] Dried grass [thumb]http://img190.imageshack.us/img190/1958/texttttest0000.jpg[/thumb] Jungle ground [thumb]http://img534.imageshack.us/img534/5672/texttttest0001.jpg[/thumb] Desert ground [thumb]http://img849.imageshack.us/img849/5653/texttttest0002.jpg[/thumb] Desert road [thumb]http://img4.imageshack.us/img4/4310/texttttest0003.jpg[/thumb] Mini-cliff [thumb]http://img146.imageshack.us/img146/3418/texttttest0004.jpg[/thumb] Wall Most will have detailsprites eventualy. Also gotta add spec-maps as soon as i get my head out of my ass.
  • [QUOTE=Grenade Man;31153856] Desert ground [thumb]http://img849.imageshack.us/img849/5653/texttttest0002.jpg[/thumb] [/QUOTE] That's one sexy road.
  • [QUOTE=Grenade Man;31153856]Thanks firegod! Figured id' contribute, just random textures that i figure will come in handy. [thumb]http://img52.imageshack.us/img52/9916/texttttest0005.jpg[/thumb] Dried grass [thumb]http://img190.imageshack.us/img190/1958/texttttest0000.jpg[/thumb] Jungle ground [thumb]http://img534.imageshack.us/img534/5672/texttttest0001.jpg[/thumb] Desert ground [thumb]http://img849.imageshack.us/img849/5653/texttttest0002.jpg[/thumb] Desert road [thumb]http://img4.imageshack.us/img4/4310/texttttest0003.jpg[/thumb] Mini-cliff [thumb]http://img146.imageshack.us/img146/3418/texttttest0004.jpg[/thumb] Wall Most will have detailsprites eventualy. Also gotta add spec-maps as soon as i get my head out of my ass.[/QUOTE] These would be amazing with some parallax shaders, alas source does not have them. (?)
  • [QUOTE=kaine123;31155792]These would be amazing with some parallax shaders, alas source does not have them. (?)[/QUOTE] Can code them in. [media]http://www.youtube.com/watch?v=PXwKOTM0VHY[/media]
  • [QUOTE=Firegod522;31153128]tools>convert folder in VTFEdit[/QUOTE] Thanks. Anyone know how to mass produce vmts?
  • [QUOTE=xeonmuffin;31156642]Thanks. Anyone know how to mass produce vmts?[/QUOTE] there's that VIDE thing, which can do a lot of thing, Particle editor, [b]mass vmt editor[/b], VBSP editor, etc... I can't find a DL link anymore for it tho, let me upload it somewhere. Edit: [url]http://www.azpromapper.com/DL/VIDE.zip[/url]
  • I've tried that but neither me or Firegod know how to mass produce vmts from it. care to explain?
  • well in the left column you add the vmts that you want to modify (if they are not created yet, just create empty ones). chose the shader, when you click "Evaluate" that shader will be applied to all of your selected textures. (if they already have a shader, it will be replaced with the new one). for the Parameter, chose the one you want with the dropdow menu and add the value of that parameter in the text-box under the dropdown menu. click add, and the parameter will be added to the textures. re-do that for all the parameters you want. Same for the proxies I guess. Nothing really complicated imo. [editline]16th July 2011[/editline] better? [img]http://img820.imageshack.us/img820/16/azgreenmetal012.jpg[/img]
  • [QUOTE=azgag;30856725]Hai [URL=http://img405.imageshack.us/img405/7963/mossybrick011024.jpg][IMG]http://img405.imageshack.us/img405/7963/mossybrick011024.th.jpg[/IMG][/URL][/QUOTE] This texture looks mighty purdy in Crazybump by the way, but there's a horizontal seam on the edges that I had to patch up via Photoshop. Good texture nonetheless. Oh and, just a little something I made a while back. Original texture from CGTextures: [thumb]http://filesmelt.com/dl/stonewall_pale.jpg[/thumb] Gonna be releasing it with a few other nice textures once I've got it all in order.
  • [QUOTE=azgag;31158238]well in the left column you add the vmts that you want to modify (if they are not created yet, just create empty ones). chose the shader, when you click "Evaluate" that shader will be applied to all of your selected textures. (if they already have a shader, it will be replaced with the new one). for the Parameter, chose the one you want with the dropdow menu and add the value of that parameter in the text-box under the dropdown menu. click add, and the parameter will be added to the textures. re-do that for all the parameters you want. Same for the proxies I guess. Nothing really complicated imo.[/QUOTE] Might not be for you but I can't get my head around it Mind helping me? Add me on steam <-
  • [QUOTE=Civil;31245048]Highway sign: [img]http://i.cubeupload.com/ikVpvM.png[/img][/QUOTE] i'd change the colour of the text to red, because red usually indicates "stop", while green means "go right ahead". [editline]21st July 2011[/editline] otherwise, nice job man.
  • Tried to make a texture, botched it big time, an ideas? [img]http://filesmelt.com/dl/fuckitall.PNG[/img] [code]"LightmappedGeneric" { "$basetexture" "sky/ship-hull" "$normalmap" "sky/ship-hull-normal" "$dudvmap" "sky/ship-hull-dudv" "$surfaceprop" "Wood_Plank" "%keywords" "ship" "$nocull" 1 "$translucent" 1 } [/code]
  • [QUOTE=oskutin;31342537]Refracting wood :v:[/QUOTE] It's the wood of the future man. Anyway I'm redoing it. Alright I replaced all the files and it's still giving me that weird black area effect. Here is my new vmf: I really need help with this anybody. [code]"LightmappedGeneric" { $basetexture "ship-hull" $surfaceprop "Wood_Plank" $bumpmap "ship-hull-norm" $envmapmask "ship-hull-spec" $envmap "env_cubemap" $envmaptint "[.85 .64 .38]" $envmapcontrast "0" %keywords "ship" } [/code] [editline]26th July 2011[/editline] [QUOTE=Jukka K;31341595]Why is it nocull and why does it have a dudv map which is obsolete?[/QUOTE] They were both a sorry attempt to fix the texture on my part. It's never done this before. . .
  • you can't have normalmapmask and envmapmask in the same vmt. You need to embed the envmap into the normal map's alpha then do [code]"$normalmapalphaenvmapmask" "1"[/code]
  • [QUOTE=Firegod522;31349206]you can't have normalmapmask and envmapmask in the same vmt. You need to embed the envmap into the normal map's alpha then do [code]"$normalmapalphaenvmapmask" "1"[/code][/QUOTE] Alrighty, thanks! Will have an update soon!
  • [img]http://cloud.steampowered.com/ugc/559790099003580076/FCE9084CC1F45B94E30662C244697C0409C076C6/[/img] My first actual wall texture. Thoughts, opinions?
  • Tile it properly. Offset the image vertically by the width of the image divided by 2 and use the clone tool to make it seamless. [editline]8th August 2011[/editline] What program are you using?