1. Post #81
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,821 Posts
    Luckily, hammer updates immediately when you edit the .vmt, so it's pretty easy to get it right.

  2. Post #82
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    Many thanks guys, I'll have a play...

  3. Post #83
    radu_iceman's Avatar
    September 2008
    1,257 Posts


    UPDATED* New floor tiles and I added some dirt to the tiles, thought I still need to reduce the shine effect.

  4. Post #84
    Really, really, really, really likes parrots and water caustics. Also, hates titles.
    Aurora93's Avatar
    March 2009
    11,663 Posts
    I'm thinking..... Cave.



    Edited:

    Oh and what's the vmt value for that seamless scale thing?
    Looks like parallax. Good job on the bump.
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  5. Post #85
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    Yeah, I found this cool little Command Line program that produces them for me... I think I was lucky because the texture lends itself to bumpmapping so easily.

  6. Post #86
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,821 Posts
    What's the program?

  7. Post #87
    Gold Member
    Firegod522's Avatar
    March 2008
    11,527 Posts
    CrazyBump probably.

  8. Post #88
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    no, it's a little one in which you have to edit the batch file to get it to see the right texture to make a bumpmap for. It's called ShaderMap(TM) CL 1.2.2

    Available at: www.shadermap.com

  9. Post #89
    Crypto356's Avatar
    September 2007
    222 Posts
    Here is one I made from scratch:


    But alot of the time, I take existing textures and modify them
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  10. Post #90
    radu_iceman's Avatar
    September 2008
    1,257 Posts
    no, it's a little one in which you have to edit the batch file to get it to see the right texture to make a bumpmap for. It's called ShaderMap(TM) CL 1.2.2

    Available at: www.shadermap.com
    Nice find, though I got used to CrazyBump and SSBump generator.

  11. Post #91
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    Crazybump has stopped being free, they asked me for money. So I asked them for the nearest way out...

    ...And what's SSBump Generator, any good?

  12. Post #92
    radu_iceman's Avatar
    September 2008
    1,257 Posts
    And what's SSBump Generator, any good?
    You can find more about it here http://ssbump-generator.yolasite.com/

    It's a free program that generates normal maps, non-shadowed ssbump maps, or embed directional ambient occlusion into the image. It's pretty easy to use and the results are pretty good.

  13. Post #93
    Gold Member
    Firegod522's Avatar
    March 2008
    11,527 Posts
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  14. Post #94
    I Got That Swollen Hand Blues
    Eyefunk's Avatar
    March 2009
    2,486 Posts
    Nice texture Firegod. The shininess is just right.
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  15. Post #95
    Gold Member
    Firegod522's Avatar
    March 2008
    11,527 Posts
    Phong :science:
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  16. Post #96
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  17. Post #97
    T.F.W.O.'s Avatar
    April 2010
    7,600 Posts
    Phong :science:
    You can add phong to world textures?

  18. Post #98
    Didn't know you could, either way always though it would look better then making it shiny as if it where coated in water.

  19. Post #99
    Gold Member
    Firegod522's Avatar
    March 2008
    11,527 Posts
    Yes it is. I don't have to make stuff from scratch.
    You can add phong to world textures?
    Didn't know you could, either way always though it would look better then making it shiny as if it where coated in water.
    Its a model.

  20. Post #100
    Viking Member
    Hellsten's Avatar
    November 2008
    5,372 Posts
    So brushes/displacements cannot have specular maps?

  21. Post #101
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    They can have Spec Maps, just not Phong.

  22. Post #102
    Viking Member
    Hellsten's Avatar
    November 2008
    5,372 Posts
    How does one specify a specular texture in the VMT?

  23. Post #103
    Gold Member
    Firegod522's Avatar
    March 2008
    11,527 Posts
    How does one specify a specular texture in the VMT?
    "$envmap"

    http://developer.valvesoftware.com/wiki/$envmap

  24. Post #104
    Its a model.
    Oh, well... To lazy ...

  25. Post #105
    Gold Member
    Chrille's Avatar
    August 2005
    5,408 Posts


    Not completely satisfied with it, but its getting there. Oh, and ignore the craptastic lighting and surroundings
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  26. Post #106
    Viking Member
    Hellsten's Avatar
    November 2008
    5,372 Posts
    Add some grime/dust to it.
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  27. Post #107
    Gold Member
    Chrille's Avatar
    August 2005
    5,408 Posts
    Add some grime/dust to it.
    What would be a good way to achieve that look? I wouldn't wanna overdo it, since its a part of my own version of the hl2 universe that isn't as gritty.

  28. Post #108
    thedarkknight7's Avatar
    May 2010
    403 Posts
    What would be a good way to achieve that look? I wouldn't wanna overdo it, since its a part of my own version of the hl2 universe that isn't as gritty.
    If I were you I'd lower the contrast, decrease the saturation and up the brightness a bit to make it look faded, and maybe make it look a bit torn or something.

  29. Post #109
    Gold Member
    Chrille's Avatar
    August 2005
    5,408 Posts
    If I were you I'd lower the contrast, decrease the saturation and up the brightness a bit to make it look faded, and maybe make it look a bit torn or something.
    I'll try that. Also, does anyone know a way to give it a faint blue glow via editing the vmt?

  30. Post #110
    Gold Member
    Firegod522's Avatar
    March 2008
    11,527 Posts
    I'll try that. Also, does anyone know a way to give it a faint blue glow via editing the vmt?
    Would probably work with $selfillum, developer.valvesoftware.com/wiki/$selfillum
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  31. Post #111
    Gold Member
    Chrille's Avatar
    August 2005
    5,408 Posts
    Thanks!
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  32. Post #112
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,821 Posts
    I'm sure most of you guys know about these, but just in case: http://www.cgtextures.com/content.php?action=tutorials

  33. Post #113
    BioResearch's Avatar
    July 2009
    612 Posts
    So this is the first texture I tried to make, it's from CG textures but I edited it.

    http://img232.imageshack.us/img232/1458/coppertest1kopie.png
    It's mirrored so I can use it on bigger surfaces.

    Any idea on how to make this look more natural?
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  34. Post #114
    Gold Member
    Firegod522's Avatar
    March 2008
    11,527 Posts
    Remove the specular around the edges. Make it like one color kind of.

  35. Post #115
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,821 Posts
    Been working on this for the best part of today:



    Made from everything right of the crack of this image, originally from CGTextures:



    Edited:

    I still need to work on the tiling.
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  36. Post #116
    BioResearch's Avatar
    July 2009
    612 Posts
    Where do I put materials for ep2? It doesnt have a material folder?

  37. Post #117
    QUACK
    Not_Yet's Avatar
    December 2008
    5,165 Posts
    make one in half-life 2 episode two/ep2

  38. Post #118
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    So this is the first texture I tried to make, it's from CG textures but I edited it.

    http://img232.imageshack.us/img232/1458/coppertest1kopie.png
    It's mirrored so I can use it on bigger surfaces.

    Any idea on how to make this look more natural?
    Why did you just take a quarter of the base texture and mirror it vertically and then mirror that horizontally?

  39. Post #119
    BioResearch's Avatar
    July 2009
    612 Posts
    Why did you just take a quarter of the base texture and mirror it vertically and then mirror that horizontally?
    Well I didn't like the side of the original and I didn't want that vertical bar on the side because it was only one half. So it's mirrored to make it look prevent it to look like tiles. Yes i know it will still look like a tile but less especially now I used crazybump to change the highlights and shadow a bit.

  40. Post #120
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Well I didn't like the side of the original and I didn't want that vertical bar on the side because it was only one half. So it's mirrored to make it look prevent it to look like tiles. Yes i know it will still look like a tile but less especially now I used crazybump to change the highlights and shadow a bit.
    Why didn't you just make it seamless the proper way?