• The Mapping Section "Texture Pimpage/WIP" Thread
    1,072 replies, posted
  • [QUOTE=Firegod522;33528424]Post the vmt[/QUOTE] PlasterCeiling.vmt: [code] "LightmappedGeneric" { "$basetexture" "PlasterCeilingTex" "$bumpmap" "PlasterCeilingBump" "$surfaceprop" "Concrete" } [/code] PlasterWhiteAged.vmt: [code] "LightmappedGeneric" { "$basetexture" "PlasterWhiteAgedTex" "$bumpmap" "PlasterWhiteAgedBump" "$surfaceprop" "Concrete" } [/code]
  • And these are in "garrysmod/materials/" ? I don't see anything wrong with them. Try retyping everything manually incase you copy pasted or had it generated. I had this once when I did that. Did you make sure to compile without changing the vmt?
  • [QUOTE=Firegod522;33528651]And these are in "garrysmod/materials/" ? I don't see anything wrong with them. Try retyping everything manually incase you copy pasted or had it generated. I had this once when I did that. Did you make sure to compile without changing the vmt?[/QUOTE] I have the materials inside my "cstrike\materials\" because my Hammer loads CS: S, then I pack the textures that are custom into the map after it's been compiled. I see the textures fine except for what I've already mentioned happens with HDR on and some other things. I did generate these vmt's but they seem perfectly fine imo. Thanks for trying to help btw.
  • Well I think it had to do with the files getting corrupted. Does the same error happen in cstrike? It could be a garry's mod only problem.
  • [QUOTE=Firegod522;33528877]Well I think it had to do with the files getting corrupted. Does the same error happen in cstrike? It could be a garry's mod only problem.[/QUOTE] That's the thing though.. They work fine everytime I load the map from a fresh start, but say if I change any video settings (Most commonly just HDR), it'll start spewing errors as mentioned before, so I can't really believe it's corruption causing that. C-Strike doesn't appear to have any issues but you have to remember that c-strike has the actual materials in its materials source folder, which I can't do to garry's mod since I also want this map to work for everyone without needing to also transfer textures.
  • Try moving the material and models into a folder (and change the paths of the vmt and vtf stuff), and then packing them. I think your packing program may have a problem telling where the files are when it switches from ldr to hdr. [editline]1st December 2011[/editline] Then in hammer you can load up the texture browser and press replace and change the first item to PlasterCeiling and change it to plaster/PlasterCeiling or something
  • [QUOTE=Firegod522;33529022]Try moving the material and models into a folder (and change the paths of the vmt and vtf stuff), and then packing them. I think your packing program may have a problem telling where the files are when it switches from ldr to hdr. [editline]1st December 2011[/editline] Then in hammer you can load up the texture browser and press replace and change the first item to PlasterCeiling and change it to plaster/PlasterCeiling or something[/QUOTE] OMFG it fucking worked. I could hug you. I'm going to, sorry. *HUG* Thank you so very much.
  • Just wondering if anyone knows a tutorial on making glass textures for models?, The first model I have managed to get into source is some double glass doors but I'm not sure on how to create a realistic looking glass texture.
  • hmm there might be something on [url]http://www.interlopers.net[/url] If not I would say it's all about alpha channel (controls what and how much it should be transparent), and specular map. You might also wanna grab the GFSCape and get some of HL2's glass materials and reverse-engineer them.
  • [img_thumb]http://cloud.steampowered.com/ugc/596955603779686844/D7EE050FBDDA4F502C667409BB9CD27719D6F236/[/img_thumb] Still working on the sand texture. EDIT* Skybox is not made by me, you can find the original one aswell as similar ones here [url]http://forums.epicgames.com/threads/506748-My-skies-and-and-cliff-textures-%28large-images!%29[/url].
  • [QUOTE=radu_iceman;33552129] Still working on the sand texture. [/QUOTE] Hey radu, I do beleive you made the desert skybox? It looks really amazing. WIP: [img]http://gldesert.com/images/gldgmod/TheGLDesert.png[/img] I need to find out how to get that displacement to fade right into the ground without sewing.
  • Needs a blend modulate. And the displacement problem can be solved by subdividing or sewing.
  • @radu_iceman You disagree with the rough outline of my map? Or you disagree, that it it not your skybox? [QUOTE=Firegod522;33559886]Needs a blend modulate. And the displacement problem can be solved by subdividing or sewing.[/QUOTE] It's a rather complicated displacement, I also subdivided, it made it look better, but lighting is still very bad around where the 2 meet.
  • [U][B]Here is my fallout road texture i did some tinkering with [/B][/U]:dance: [IMG]http://i570.photobucket.com/albums/ss148/D3thkl0k/fallout_3_wasteland_road001.png[/IMG] Go easy i'm new :P
  • Okay guys, this is my first map: [video=youtube;spRQQpsV6SA]http://www.youtube.com/watch?v=spRQQpsV6SA&hd=1[/video] Shout some critique, good or bad my way. I'll take everything into consideration. I opened Hammer for the first time about a week before I made this, experimented a bit and spent the weekend making what's in the video above. It's not perfect, and it really doesn't have a purpose outside experimentation. Nevertheless one must start at some point. Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized after and I've placed a lot of area_portals and hint nodes 'round and about. Everything from 3:17 in the video is unfinished (much more so then the first part of the video) so feel free to ignore that stuff. I've tried focusing on creating an ambient atmosphere, so audio is an important part. Make sure you can hear some of the audio. [editline]6th December 2011[/editline] [QUOTE=Waddamelon;33589961][U][B]Here is my fallout road texture i did some tinkering with [/B][/U]:dance: [IMG]http://i570.photobucket.com/albums/ss148/D3thkl0k/fallout_3_wasteland_road001.png[/IMG] Go easy i'm new :P[/QUOTE] It's nice, I like it. It does however have a paper-y vibe to it, I can see you used 'water paper' in Photoshop.
  • [QUOTE=mac338;33597779]Now, it is actually quite optimized. (Nearly) everything is aligned with the 16 x 16 grid, all the brushes are made with the nodraw texture where only the visible faces are texturized[/QUOTE] protip half of that shit you don't have to bother doing.
  • The bits about optimisation on Valve Developer Wiki go overboard. The stuff about func_detailing, areaportals and lighting are useful, but religiously making every nonvisible surface nodraw is not. The tiny gains you get in performance aren't worth the extra tedium. If you focus too much on optimisation in the early stages, you'll not get anything done. (Of course that's not to say you should start carving spheres and making a hollow cube skybox)
  • I really like religiously making every surface nodraw, it makes it easier for me to orient myself within the map. It really isn't much trouble for me so I won't quit with that. That and func_detailing is generally the only steps I take when I start making a map, and I do get shit done. Though admittedly I have a weak-spot for fancy lighting, so I'm not very conservative about it. I can be a bit obsessive about getting nice lighting at the sacrifice of the performance.
  • [QUOTE=mac338;33599927]I really like religiously making every surface nodraw, it makes it easier for me to orient myself within the map. It really isn't much trouble for me so I won't quit with that. That and func_detailing is generally the only steps I take when I start making a map, and I do get shit done.[/QUOTE] The extra time it will take increases exponentially with the complexity of your map.
  • I'm sure I'll discover that some day, but for now I'll stick with it 'till I run into problems.
  • Sometimes I just block everything out with random textures first, then once I'm happy with the layout I select all, apply nodraw texture and then start applying textures that I want.
  • I just create every block with nodraw, then texture it when it's placed how I want.
  • [QUOTE=BioResearch;33610846]I create everything in dev textures and use replace texture when Im fully done[/QUOTE] i do this with the exception of texturing the whole thing by hand. then replace all dev textures with nodraw.