textures question

How can I make textures for walls, and floors from the ones in the real world?
Do I take a picture of it, put it into a power of 2 then just throw it in source, or is it better to create them from scratch?

Well, using a seamless texture generator that is made in programs such as Gimp is pretty easy to use. But you could take pictures, but it has to have the right lighting and such.

Material & Texture Information
[ul]
[li].TGA (Targa)
[/li][li].VMT (Valve Material Type)
[/li][li].VTF (Valve Texture Format)
[/li][li]Creating a Waterfall Material
[/li][li]Du/Dv Maps
[/li][li]HDR Skybox Creation
[/li][li]Map Icons
[/li][li]Material
[/li][li]Material Download Sites
[/li][list]
[li]Halfwit-2 Page
[/li][/ul]
[li]Material Information
[/li][li]Material Creation (Note: Parenthesis indicate image editing tool(s) used in tutorial)
[/li][ul]
[li]Animated
[/li][list]
[li]Link 1
[/li][li]Link 2
[/li][li]Link 3
[/li][li]Link 4
[/li][/ul]
[li]Albedo / Diffuse
[/li][ul]
[li]Link 1
[/li][li]Link 2 (Photoshop)
[/li][li]Link 3
[/li][li]Link 4 (Photoshop)
[/li][li]Link 5 (Photoshop)
[/li][li]Link 6 (Photoshop)
[/li][/ul]
[li]Blend
[/li][ul]
[li]Link 1
[/li][li]Link 2
[/li][li]Link 3
[/li][li]Link 4
[/li][/ul]
[li]Decals
[/li][ul]
[li]Link 1 (Photoshop)
[/li][li]Link 2 (Gimp)
[/li][li]Link 3 (Photoshop)
[/li][/ul]
[li]Normal Map
[/li][ul]
[li]Link 1
[/li][li]Link 2 (Photoshop)
[/li][li]Link 3 (Gimp)
[/li][li]Link 4 (Photoshop)
[/li][li]Link 5
[/li][/ul]
[li]Reflective
[/li][ul]
[li]Link 1
[/li][li]Link 2 (Photoshop)
[/li][/ul]
[li]Refract
[/li][ul]
[li]Link 1 (Photoshop)
[/li][/ul]
[li]Skybox
[/li][ul]
[li]Link 1
[/li][li]Link 2 (HDR)
[/li][/ul]
[li]Sprite
[/li][ul]
[li][*]Link 1 (Photoshop)
[/li][/ul]
[li]Surface Properties
[/li][ul]
[li]Link 1
[/li][li]Link 2
[/li][/ul]
[li]Switchable
[/li][ul]
[li]Link 1
[/li][/ul]
[li]Transparency/Translucency
[/li][ul]
[li]Link 1 (Gimp or Photoshop)
[/li][li]Link 2 (Photoshop)
[/li][li]Link 3 (Photoshop)
[/li][/ul]
[li]Water
[/li][ul]
[li]Link 1
[/li][/ul]
[/list]
[li]Material Proxies
[/li][li]MIP Mapping
[/li][li]Normal Maps
[/li][li]Shader Information
[/li][li]Sky List
[/li][li]Texlights
[/li][li]Tool Textures
[/li][li]VTEX Compile Parameters
[/li][li]Water Shader
[/li][li]Water Textures
[/li][/list]

woah woah woah woah information overload

Yes but it’s what you need. You could say thank you.

Take a nice clean photo of whatever surface you need, making sure it’s as close to getting a flat image of the surface as possible. Try to take it during a time of day when there’s no shadowing or highlighting from the sun (the image can be manipulated to remove it, but it’s still better if you don’t have it in the first place), then put it in an image manipulation program (GIMP or Photoshop) and make it seamless with either the Make Seamless tool or a mix of the Clone Stamp tool and the Healing Brush tool, then remove any differently colored spots to prevent the image from looking tiled because of a white spot on a wood texture or something. Use Terrenteller’s links to get that texture into the Source engine.