own textures Created 17 years ago2006-08-18 06:29:25 UTC by Smartass Smartass

Created 17 years ago2006-08-18 06:29:25 UTC by Smartass Smartass

Posted 17 years ago2006-08-18 06:29:25 UTC Post #193796
how can i load my images in hammer and use them as textures?
Posted 17 years ago2006-08-18 06:33:11 UTC Post #193797
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-18 08:23:55 UTC Post #193807
http://www.twhl.co.za/userjournal.php?id=1240&pg=6

Scroll down to YAY I got custom textures to work.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-15 23:12:58 UTC Post #196605
http://www.twhl.co.za/tutorial.php?id=89>

Was anyone able to follow that tut?

"you may have to create the "sdkcontent" and "materialsrc" subfolders referred to here if you have not used the SDK up to recently. Go to your sourcesdksdkcontentmaterialsrc and create a folder."

The folders didn't exist, so I made them.

"CS:S it would be counter-strike sourcecstrikematerials) and create another folder, with the same name as your previous one."

I'm making a hl2 mod, so I made a "mytexfolder" there.

"Now export it to your directory that you created earlier (sourcesdk_contentmytexes). "

When was I suppose to make that? I guess, I should have..? Which would make 3 folders, not 2 like he said, right? Unless it's a typo...?

After I change all the txt files to vmt, do I copy them all into the other 2 or 3 copies of the mytexfolders? Or just ignore them?

BTW, I'll try to follow Habboi tut after I slept a little
Posted 17 years ago2006-09-16 07:58:52 UTC Post #196623
All you need is two folders:

One in the SDK folder for the game and one in the Game folder.

My tutorial tells you where basically.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-16 16:43:44 UTC Post #196678
both my attempts at following the tutorials proved un-succesful.

I eventually learned by getting led through it step-by-step on MSN. That way, when i encountered a problem, the reason for it, and sollution to it was easy to find..
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-09-17 12:12:57 UTC Post #196782
You need:
the .vtf and .vmt with the SAME NAME in the (yoursteamnamefolder)half-life2/hl2/materials(whateveryouwannacallitfolder)

AND

the .vtf and .vmt with the SAME NAME in the (yoursteamnamefolder)sourceSDK_content/hl2/materialsrc(whateveryouwannacallitfolder)

The directory in the Half-Life2 directory is necessary to see the textures in-game, and the directory in the SourceSDK_Content directory is necessary to have it avalible in hammer.

You'll notice that the last folder in both directories is called "whateveryouwannacallitfolder". This folder name can be used for easy filter searches in Hammer. For instance, if I created 7 textures in the folder called "train_map", I could put "train_map" into the filter settings and all 7 of those textures would be visible in the texture browser.

Also make sure you have the .vmt filled with the proper information. for a basic texture, you need:

"LightmappedGeneric"

{ "$basetexture" "foldernamehere/texturenamehere"
"$surfaceprop" "surfaceproptypehere"

}

foldername refers to the folder you put the texture in, IE train_map. texturename is the name of the texture the peoperties are applied to, the file extension is not necessary. the surfaceproptype is what kind of properties the object will have, IE "metal" or "wood"

If you follow through with that, it will work. :)
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