Texturing help Created 16 years ago2008-03-11 18:57:58 UTC by LCP LCP

Created 16 years ago2008-03-11 18:57:58 UTC by LCP LCP

Posted 16 years ago2008-03-11 18:57:58 UTC Post #247565
Ok i've had a couple of problems making My first custom texture.
I read the tutorial

first of all:
Where do i put it? because of all the engine change the folder structure is different from the tutorial.

is there a way to do something similar to -wadinclude but for source?

last.

Is there a way to make Old games graphics "EX: DOOM" look more realistic or is it impossible?

Thanks in advance
Posted 16 years ago2008-03-11 21:02:42 UTC Post #247568
A) Remember how you wrote
"$basetexture" "yourfoldername/yourtexname"
In the .VMT? Well that's where you need to put the two files in your games' directories. That is, if "yourfoldername" was called "MyTextures" and the mod you were creating the textures for was Half-Life 2, the .VMT and .VTF would need to be placed in
"SteamApps/YourSteamName/Half-Life 2/hl2/materials/MyTextures/
AND in
"SteamApps/YourSteamName/sourcesdk_content/hl2/materialsrc/MyTextures/
"YourSteamName," of course, refers to whatever your Steam account is called. Remember that if the .VTF isn't in there with the .VMT, then that little file path you wrote in the .VMT won't actually be pointing to the .VTF texture file.

B) Download this neat little program if you want to include custom content with maps.

C) What do you mean?
Posted 16 years ago2008-03-16 20:55:51 UTC Post #247735
  • well when if i put a doom texture in source, it wont too look to good will it :P
  • and also what dimensions should the texture image be. is it multiples of 16 or 13?
Thanks for the help. Your awesome :)
Im still working to become a better mapper as my other maps have sucked :D.

Btw: is modeling hard?
Posted 16 years ago2008-03-16 21:17:11 UTC Post #247736
-make your own textures
-powers of 2 (2,4,8,16,64,128,256,512,1024,2048,4096)
-yes
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-03-16 21:20:43 UTC Post #247737
Well, Doom's texures were designed with a certain resolution in mind (probably something very low by today's standards). The same is true of Source (most of the earlier Source games use 512x512 pixel textures). Seeing a ported Doom texture next to a default Source texture would look rather bizarre; You'd want to work with the texture in Photoshop to get it up to the quality of other Source textures, but if you're going to spend the effort doing that, you may as well create your textures from scratch and use the Doom ones as a style reference.

All Source texture dimensions need to be multiples of 2, like 256, 512, 1024, or even 2 if that's all you need. The texture, however, doesn't need to be square. For instance, you can make a texture's dimensions 1024x2 and you'd be okay. Any values other than multiples of 2 or that are larger than 4096 won't work and you'll get an error when you try to compile it with VTex.

I don't think modeling is particularly difficult, but then again I find mapping properly extremely difficult :crowbar: . If you have a solid understanding of how they work in the game and know the workings of the modeling program you use, it can be really easy to get some nice results. Modeling one of those skills where spending huge amounts of time doing it is the only way to get better at it. If you want to get into it, Google is your friend; I learned everything I know from browsing the net and asking people questions. If you'd like some help, drop me a PM some time. :)

No problem for the help. I've never actually completed and 'full' map before, so I feel your pain. Let me know how everything works out.

EDIT: Poo poo on you PB, you beat me to the post. :heartbreak:
Posted 16 years ago2008-03-17 15:11:54 UTC Post #247753
"-make your own textures "
Sigh
I've got to search some good tutorials since i have photoshop but after i see all those buttons i close it and open the image in paint :P.
any good sites you guys know on photoshop texture creating?
Posted 16 years ago2008-03-17 15:37:19 UTC Post #247754
You must be logged in to post a response.