My custon textures in maps are pink Created 18 years ago2006-03-26 17:41:48 UTC by DarthRevan DarthRevan

Created 18 years ago2006-03-26 17:41:48 UTC by DarthRevan DarthRevan

Posted 18 years ago2006-03-26 17:41:48 UTC Post #171053
I have a CSS server and i made a map so i cant play it in the srver , but i used a custom texture and the players sad that they are pink , how can i make when people join the serve they downlaod the map with the graphs ???? :
Posted 18 years ago2006-03-26 17:45:40 UTC Post #171055
Graphs?

Did you mean "so that I can play it on the server"?

Search the forums for bspzip.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-26 18:03:08 UTC Post #171059
Ok first of all:

1. Custom textures that are pink mean they are missing from your materials folder. You can play your map in the server and i'm pretty sure custom maps with custom things are downloaded automatically...

Seventh: Graphs are the things that come with maps...Not sure what they do heh...You know when you start a map it says at the top 'Refreshing Graph' well thats it i believe.

I can't really help you cause I am finding it hard to understand your problem...I can see you struggle with English.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-26 18:44:56 UTC Post #171066
Seventh: Graphs are the things that come with maps...Not sure what they do heh...You know when you start a map it says at the top 'Refreshing Graph' well thats it i believe.
That's only for single-player stuff.

I think he meant "graphics", on re-reading.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-27 10:43:46 UTC Post #171127
when i play in some servers, i downlaod the new graphs of hte map , but others not and the new graphs tranforms in a pink thing. people in my server say that the things are pink , so they didnt downloaded it , so i think i need to put some graphs in a folder , but what ?

yah , my english is bad sry :confused:
Posted 18 years ago2006-03-27 12:21:11 UTC Post #171143
Ok when you say 'graphs' I think you mean graphics or also known as 'textures'.

If so then yes you DO need some files...Allow me to explain:

Custom Textures require two files in two folders...

These two files are - Texturename.vtf and Texturename.vmt

If these custom textures are yours then you should know that the vtf is the texture itself and the VMT is the material data such as whether it reflects or not etc...

If so then you have filled in the VMT with this:

"LightmappedGeneric"
{ "$basetexture" "yourfoldername/yourtexname" }

Then if you have done this you need to put the two files here and here:

C:Program FilesValveSteamSteamAppshabboicounte
r-strike sourcecstrikematerials

C:Program FilesValveSteamSteamAppshabboisource
sdk_contentcstrikematerialsrc

You need to make a folder in here with the same name as the name you wrote in the VMT...

Sorry if this is a bit too difficult to understand but thats the best I can do.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-27 19:37:20 UTC Post #171210
The VMT will call from the base directory of materials. In Habboi's example, it's looking in

%SteamUserDir%counter-strike sourcecstrikematerialsyourfoldername

for a file called yourtexname.vtf. Make sure your VMT is calling the proper path, this is the cause of 99% of texture problems.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-04-02 19:02:43 UTC Post #172121
im noting using a texture that i created , im using a texture of some other map that i hgave downloaded with it , for me is normal , but for my players are all pink ,in folder maps exist a folder called graphs , and the extision is .aim , i think there are the textures , how can i ake a .aim file for my map ???? or how can i make the people download the custom graphs needed for my map ???
Posted 18 years ago2006-04-02 19:59:07 UTC Post #172127
OK, I know what you mean. Dont worry about .aim files. Download pakrat and load your COMPILED BSP file. Hit auto, then add. While in add, add the textures to your BSP. Save over the old BSP. Now delete the newly created BAK file. The BSP file now has the textures packaged with it.

This is all assuming you have the targa file and text file saved in the proper directories converted to source texture
Posted 18 years ago2006-04-02 21:26:58 UTC Post #172136
ty , but how can i download pakrat and how can i targa a file tet in the source directoy blabla bla !??!?!?!?! :zonked:
Posted 18 years ago2006-04-02 22:35:35 UTC Post #172143
There is a tutorial under Source tutorials here. Google pakrat
Posted 18 years ago2006-04-04 11:03:38 UTC Post #172333
the problem is that i used a texture alredy in hammer , but i dont know where it is in my pc so how can i find it to convert it to targa ????? :glad:
Posted 18 years ago2006-04-05 10:16:22 UTC Post #172482
the problem is that i used a texture that is alredy in hammer , but i dont know where it is in my pc so how can i find it to convert it to targa ?????

i know where the vtf and the vmt are , can i do something with them ?
Posted 18 years ago2006-04-05 10:59:16 UTC Post #172490
In this directory: C:Program FilesValveSteamSteamApps exists seperate files known as GCF files. They have names such as Source Materials..Use GCF (The extracting program) to take out the materials you want.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-06 09:06:39 UTC Post #172649
where can i ghet this program , and are there the custom tga. in this file ???
Posted 18 years ago2006-04-06 09:15:06 UTC Post #172652
You can Google for GCFScape. Only official material files are stored in these .gcf files, custom ones are stored in their game folder in the materials folder.

However, if you want to put these materials into the .bsp file, you don't have to convert them to .tga files. Just download PakRat (again, Google for it - it's a free tool) and follow the instructions - it's a fairly simple program to use.
Posted 18 years ago2006-04-06 17:08:18 UTC Post #172717
humm , so i dont need to make that text file and put that file in vtex ???? i alredy have pakrat . I Only have the vtf and the vmf files of ther texture , are they suficient ??? but what file do i need to add to the BSP file , the vtf or the vmf ???? TY :biggrin:
Posted 18 years ago2006-04-06 18:33:11 UTC Post #172730
Ok let me help...

Custom textures require 2 files:

Texturename.vtf
Texturename.vmt

Originally the VMT starts out as an empty .txt with the same name. You simply open Steam, drag the .tga file from this folder:

C:Program FilesValveSteamSteamAppshabboisourcesdk_contenthl2materialsrc

onto VTEX and it will out put the empty .txt there and the .vtf here:

C:Program FilesValveSteamSteamAppshabboihalf-life 2hl2materials

Collect them both and edit the .txt so it has this:

"LightmappedGeneric"
{ "$basetexture" "yourfoldername/yourtexname" }

Foldername could be anything e.g. mytexes, DarthRevan etc..Whatever you name it it must be in THAT same folder in both materials folder.

Then rename it to .vmt and copy these two files (vtf and vmt) into both folders. Thats IT :D

Here are two videos I recorded a bit ago:

http://rapidshare.de/files/16003685/Cust
omtexture.zip.html

Unfortunately I had to film two video's since when I recorded that Valve had updated Steam so it meesed up my VTEX...

But you'll understand...

Now the BSP requires both files and you can either include them in your map using BSP burner or something..Ask Rabid or Cap'n or just follow my tutorial. It may not be the solution to your question but you might get a better understanding of how textures work.

You need a VTF viewing program to view the image..I believe there is a Photoshop plugin...
Habboi HabboiSticky White Love Glue
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