idk man, I would rather have a working Hammer with no multi-blend support than a broken Hammer with mutli-blend. knowing how Valve "updates" or "fixes" things...
idk man, I would rather have a working Hammer with no multi-blend support than a broken Hammer with mutli-blend. knowing how Valve "updates" or "fixes" things...
<snup>
this isn't the map pimpage thread
Nice, you using houdini to generate that or some other method?
That's awesome, how did you make it? The texture itself I mean, not the normal/specular maps.
made a high poly model, and a low poly (just a simple plane). Baked a normal and ambient occlusion map on the low poly model (using xNormal).
Then I started to paint the diffuse map in Photoshop etc.
that render is in Maya 2012
If you are going to release that will it be a texture for brushes or a model?
a texture (that's why my low-poly mesh is a simple plane), with diffuse, normal and probably specular (still need to do some research on how to make a good looking one).
I don't think I will be releasing this alone, but with several other textures as a texture pack or something. (if you can't wait, or have texture ideas, feel free to contact me)
Making a large pack of shiny metals would be awesome, just simple colors though like red green blue, kind of what you have here
... absolutely beautiful.
Beautiful textures, they make me want to try and make some, but I'd need to learn how to I guess :P
Made some more textures
Trying to give them a realistic bumpmap
And them on a old map, sorry I've been on my laptop so not the best graphics
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Does anyone know how to make textures look realistic (you know, scratches and dirt and stuff) without making them look post-apocalyptic? I find it hard to find that middle ground.
Anyone know how to make it so that shining your flashlight directly on a texture with a bumpmap won't make all of that detail disappear?
I've been working on this road texture for too long:
You can paint on the cracks.
Lovely and smooth. I need to do a bit more experimentation with the 3D to bump technique, so far all I've done is the floor in this.
The next step is to Briscoeify it and add detail sprites to every square inch.
My apologies if you already have, I can make out very little in your screenshot because my college still uses bleedin' CRT monitors in these rooms...
Are the rocks displacements or actual models? Just curious.
I saw someone else do something like that once. How's it done? Do you just have a paper bump map and scan in a simple drawing that tiles?
you need crayola-style shadows now :)
Exactly that, except in this case the base textures are made in Photoshop as opposed to IRL.
Oh gosh, yes o.o
Well, it looks like wood, but it doesn't really come off as planks very well. If that is what it is supposed to be.
Makes me think of XIII.
now someone throw cel shading in source and make a map
I don't exactly know if this is the correct section but I need some help with my textures please.
I, currently, have two custom textures on my map, which seem to work fine but depending on the situation it'll start spamming errors like:
And making the game-play unbearably laggy (around 5-10fps).Code:CMaterial::PrecacheVars: error loading vmt file for /plasterwhiteaged CMaterial::DrawElements: No bound shader CMaterial::PrecacheVars: error loading vmt file for /plasterceiling CMaterial::DrawElements: No bound shader
So far I've only seen these errors come up if I turn HDR on, on my garry's mod video settings. (Yes, my map is HDR).
When those errors happen the textures go completely transparent, if anyone has any idea of why it's happening please let me know.
Thanks :)
Post the vmt
PlasterCeiling.vmt:
PlasterWhiteAged.vmt:Code:"LightmappedGeneric" { "$basetexture" "PlasterCeilingTex" "$bumpmap" "PlasterCeilingBump" "$surfaceprop" "Concrete" }
Code:"LightmappedGeneric" { "$basetexture" "PlasterWhiteAgedTex" "$bumpmap" "PlasterWhiteAgedBump" "$surfaceprop" "Concrete" }
And these are in "garrysmod/materials/" ?
I don't see anything wrong with them.
Try retyping everything manually incase you copy pasted or had it generated. I had this once when I did that.
Did you make sure to compile without changing the vmt?
I have the materials inside my "cstrike\materials\" because my Hammer loads CS: S, then I pack the textures that are custom into the map after it's been compiled. I see the textures fine except for what I've already mentioned happens with HDR on and some other things.
I did generate these vmt's but they seem perfectly fine imo.
Thanks for trying to help btw.
Well I think it had to do with the files getting corrupted. Does the same error happen in cstrike? It could be a garry's mod only problem.
That's the thing though.. They work fine everytime I load the map from a fresh start, but say if I change any video settings (Most commonly just HDR), it'll start spewing errors as mentioned before, so I can't really believe it's corruption causing that.
C-Strike doesn't appear to have any issues but you have to remember that c-strike has the actual materials in its materials source folder, which I can't do to garry's mod since I also want this map to work for everyone without needing to also transfer textures.
Try moving the material and models into a folder (and change the paths of the vmt and vtf stuff), and then packing them. I think your packing program may have a problem telling where the files are when it switches from ldr to hdr.
Edited:
Then in hammer you can load up the texture browser and press replace and change the first item to
PlasterCeiling
and change it to plaster/PlasterCeiling or something
OMFG it fucking worked. I could hug you. I'm going to, sorry. *HUG*
Thank you so very much.
Just wondering if anyone knows a tutorial on making glass textures for models?, The first model I have managed to get into source is some double glass doors but I'm not sure on how to create a realistic looking glass texture.
hmm there might be something on http://www.interlopers.net
If not I would say it's all about alpha channel (controls what and how much it should be transparent), and specular map.
You might also wanna grab the GFSCape and get some of HL2's glass materials and reverse-engineer them.