• Getting Doom 3 textures into valve texture format?
    6 replies, posted
I FOUNDS THE SOLUTION [quote=before i found my solution]Now, i know this might have a few *issues* but i'm doing it anyway. I only want a few good detail textures, not the whole texture library. I'm part of a small group of people working on the mod 'Escape'. Now, as the mapper i've noticed through playtesting that no matter how much i try, my map looks quite drab, and the amount of textures valve offers are actually very limited when it comes to a technological theme. So i played Doom 3 yesterday, and noticed the stunning quality in their textures, and incorporating a few of these textures would make Escape look MUCH better, with no "white space" left to color in. However, some of the best Doom 3 textures come in 3 parts. #note that each of these parts comes in the .tga image format. Part A is the 'body' texture. The main texture that the other two are applied. Part B is what i think is a detail texture, some kind of overlay that contains lines, labels and other important details. Part C is the bump-map. I already know how this one works. My major issue is getting Part A and Part B to merge together, without screwing up. See, Part B seems to have a dark 'background' to it, which darkens Part A significantly, making the object look unusually dark in-game. Trying different ways, once i got the detail texture upside-down, but the primary texture wasn't so dark, and another time the detail texture was shrunk down, and placed in 16 tiles across the primary. So how would i effectively apply the detail texture to the primary flawlessly, so i get that nice looking door/panel/wall i'm looking for? [b]If it's necessary information, i'm using [u]VTFEdit[/u].[/b][/quote] Ok, i found out how to get it together. Rather quick and simple, and it gives a sweet result. Theres no pictures [i exceeded my bandwidth] so i'll have to assume you know what i'm talking about, although when Escape is complete we'll host a website, with a better, more detailed article. Basically i opened the primary and detail textures in gimp. I copied the entire detail texture as-is, and then i [b]pasted it as a new layer[/b] over the primary. [b]Then[/b] in the [b]Layers[/b] window i selected the layer 'clipboard' [the detail texture i just pasted] and set it's mode as [b]Overlay[/b]. Then magically, the two textures merged and out came a very sweet looking texture. Compile this with VTFEdit [don't forget the bumpmap!] and the resulting texture file should look beautiful in-game. Buuuuut... i'm a sufaceproperties nub. How would i assign a metal/wood/etc. surfaceproperty to any custom material of mine? Because all of my custom textured crates in the starting area of my map seem to be made out of plastic. Though i'm researching on this one now...
You kind of did it a little bit wrong. Just convert the detail texture into a separate VTF and assign is as the detail sheet via the VMT.
You define the surfaceprop when you compile the model with a line like this: [code]$surfaceprop "metal"[/code] Doing it in the texture VMTonly works for map textures ("LightmappedGeneric" shader), at least when I tried it did.
[QUOTE=Silver Spirit;18022996]You define the surfaceprop when you compile the model with a line like this: [code]$surfaceprop "metal"[/code] Doing it in the texture VMTonly works for map textures ("LightmappedGeneric" shader), at least when I tried it did.[/QUOTE] Works fine for me when I define it in the VMT. That's how I have models with a combination of glass and metal.
[QUOTE=HiddenMyst;18039179]Works fine for me when I define it in the VMT. That's how I have models with a combination of glass and metal.[/QUOTE] Humm, interesting, wonder why it's never worked for me then :S
[QUOTE=Silver Spirit;18044954]Humm, interesting, wonder why it's never worked for me then :S[/QUOTE] Because you're probably using invalid settings.
[QUOTE=HiddenMyst;18059705]Because you're probably using invalid settings.[/QUOTE] Explain @.@
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