I'm building a gmod stranded map and I want to create a river bed but none of the default blend textures are appealing. However there are 2 textures I do like that I want to blend between but there's no blend texture for them.
I've looked up custom blend texture tutorials but they all require creating custom textures. I'm fairly sure GMS requires specific default textures to be able to forage surfaces. Anyway I want to know if there's a way to create a blend texture for two existing default textures. Do I just create a vmt with those two textures as the base textures? If so how do I reference the locations of default textures? Do I need to extract the textures somehow and then use them like custom textures or something? Does anyone even know if a custom blend would even work with GMS?
Could you name the two textures you want to blend together?
All you need to do is make a vmt blendtexture with the two base textures pointing to the directory of the textures you want. Just find the textures in hammer and copy down their location.
[QUOTE=OfficerLamarr;47637215]Could you name the two textures you want to blend together?[/QUOTE]
What do you mean? Like make textures then rename them to the ones required by GMS?
[QUOTE=Shirky;47638449]All you need to do is make a vmt blendtexture with the two base textures pointing to the directory of the textures you want. Just find the textures in hammer and copy down their location.[/QUOTE]
I've tried that but it doesn't show up in the texture browser. Do I just store the vmt in the gmod material's folder? Also when pointing to the directory of the textures in the browser it just says nature/texturename, but thats a relative path to a folder in the same folder as the vmt right? But there's no nature folder anywhere in garrysmod or half life 2. I've read that I might need to scrape GCFs for the vtfs, but valve games now use VPKs. I've also read that I might need to create my own VPK for custom content.
[QUOTE=Skraps;47642223]What do you mean? Like make textures then rename them to the ones required by GMS?[/QUOTE]
No like seriously what are the name of the two texture files you want blended.
[QUOTE=AnimatedPanda;47642892]No like seriously what are the name of the two texture files you want blended.[/QUOTE]
Oh, grassfloor002a and rockfloor002a. Although I was thinking of making two blends so I could go from rock to mud to grass.
paste the .vmt you made here, and it should go in the materials/nature folder of hl2 if the .vpk is in hl2
[QUOTE=taz0;47643215]paste the .vmt you made here, and it should go in the materials/nature folder of hl2 if the .vpk is in hl2[/QUOTE]
"WorldVertexTransition"
{
"$basetexture" "nature/grassfloor002a"
"$basetexture2" "nature/rockfloor002a"
"$surfaceprop" "grass"
"$surfaceprop2" "rock"
"%keywords" "gms"
}
I don't have a hl2 folder or nature folder in garrysmod. And which vpk? I have a couple of hl2 vpks in the sourceengine folder and a couple garrysmod vpks. Do I need to unpack them? Did I setup source multi tools wrong or something?
i looked in garrysmod and could find those textures in the garrysmod_dir.vpk but if you download and install source sdk 2013 MP they are in hl2_textures_dir.vpk so you can put the .vmt in the common\Source SDK Base 2013 Multiplayer\hl2\materials\nature folder
[B]EDIT[/B]
then you use mutli-tool to include the sdk2013 mp so the textures show up
There wasn't a materials folder in the hl2 folder you mentioned. I created materials\nature folders and put the vmt in there. When using the multi-tools config there's only the option for sdk, no sdk2013 mp option. Is there some other way to include it?
you could use gcfscape to extract the nature folder from the .vpk to the materials folder in garrysmod then it'll show up when hammer starts and just put the .vmt in the materials/nature folder in garrysmod
I extracted the nature folder to the garrysmod materials folder and put the vmt in and its still not working. Is something wrong with the vmt or do I need to refresh hammer some how?
yeah restart hammer
Yeah I did that. I mean do I have to load anything in hammer or something like that?
just checked [url]https://developer.valvesoftware.com/wiki/%25tooltexture[/url] and to have the blend preview you need to to your .vmt %tooltexture so
i.e
"WorldVertexTransition"
{
"$basetexture" "nature/grassfloor002a"
"$basetexture2" "nature/rockfloor002a"
%tooltexture preview/blend_ur .vmt name // blend rockgrassfloor002a
"$surfaceprop" "grass"
"$surfaceprop2" "rock"
"%keywords" "gms"
}
then you should see the blend texture you made :)
Hmm still nothing showing up.
quickly did a test and had to make the _tooltexture .vtf but it works
[t]http://i.imgur.com/9gCrwN6.jpg[/t]
heres a download link of the files just extract to the materials folder in garrysmod :)
[url]https://www.dropbox.com/s/mddtj5rnx41799b/nature.zip?dl=0[/url]
open the .vmt to see how i did it just in case you want to make others
It's still not working for me for some reason. I tried extracting to materials and to materials/nature but nothing. Might it have something to do with my setup?
if you look at the pic when i searched for the texture in hammer i used nature/blend_rockgrass , i was using the hammer in the garrysmod bin folder,, what set up do you use ??
I use hammer in source multi tools. There's a hammer in your bin folder? Anyway I removed the "nature/" from in front of the locations in the vmts and now it works. However the texture appears black and purple in the preview and on the surface in hammer. Also the keyword doesn't work.
It looks fine once the map is exported though which I guess is all that matters. It also works correctly with gmod stranded (i.e. you can forage the grass but not the rock).
it most prob shows up purple and black in hammer because the source2013 sdk hammer looks in its own folders and vpk's 1st then skips the ones in Garrysmod but if you used the hammer in SteamApps\common\GarrysMod\bin they would most prob look ok :)
Ahh yeah now it looks fine. I'm guessing its fine to use the hammer in the bin folder. I wonder why the tutorial I used said to use source multi tools. Does it have any advantages other than wasting my time for no reason? Anyways thanks for all the help. Couldn't have done it without you. Still find it odd that you have to that you can't just use existing textures without extracting them and having duplicates.
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