1. Post #481
    Testing my 1st graphic tablet, still WIP :D
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Artistic Artistic x 6 (list)

  2. Post #482
    I Got That Swollen Hand Blues
    Eyefunk's Avatar
    March 2009
    2,489 Posts
    Looks nice, but the paint wearing on the edges looks like someone did a terrible job at painting rather than fading paint. Looks messy.
    Reply With Quote Edit / Delete Reply Mac United States Show Events Agree Agree x 3 (list)

  3. Post #483
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    That looks gorgeous, may we see an in-game screenshot when it's done, I love that style.

  4. Post #484
    Grenade Man's Avatar
    October 2009
    599 Posts
    Is there a simple tutorial on how to embed spec map into bump map?

  5. Post #485
    Gold Member
    Firegod522's Avatar
    March 2008
    11,556 Posts
    Is there a simple tutorial on how to embed spec map into bump map?
    open bumpmap in photoshop.

    layer>layer mask>new layer or w/e.

    click the channels tab on the bottom right.

    click alpha1

    paste the spec map into it.

    Save as .tga and import into vtf edit.

  6. Post #486
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,845 Posts
    Is there a way to mass produce textures? I have all the pngs at the right size and all I need to do is make them into textures - is there a shortcut or do I have to do all of them in singles?

  7. Post #487
    Gold Member
    Firegod522's Avatar
    March 2008
    11,556 Posts
    tools>convert folder in VTFEdit

  8. Post #488
    Grenade Man's Avatar
    October 2009
    599 Posts
    Thanks firegod!

    Figured id' contribute, just random textures that i figure will come in handy.


    Dried grass

    Jungle ground

    Desert ground

    Desert road

    Mini-cliff

    Wall

    Most will have detailsprites eventualy. Also gotta add spec-maps as soon as i get my head out of my ass.
    Reply With Quote Edit / Delete Reply Windows XP Croatia Show Events Useful Useful x 1Winner Winner x 1Artistic Artistic x 1 (list)

  9. Post #489
    radu_iceman's Avatar
    September 2008
    1,257 Posts
    Desert ground
    That's one sexy road.
    Reply With Quote Edit / Delete Reply Windows 7 Romania Show Events Agree Agree x 5 (list)

  10. Post #490
    Gold Member
    kaine123's Avatar
    February 2010
    9,385 Posts
    Thanks firegod!

    Figured id' contribute, just random textures that i figure will come in handy.


    Dried grass

    Jungle ground

    Desert ground

    Desert road

    Mini-cliff

    Wall

    Most will have detailsprites eventualy. Also gotta add spec-maps as soon as i get my head out of my ass.

    These would be amazing with some parallax shaders, alas source does not have them. (?)
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Disagree Disagree x 2 (list)

  11. Post #491
    ashton93's Avatar
    August 2010
    1,382 Posts
    These would be amazing with some parallax shaders, alas source does not have them. (?)
    Can code them in.

    Reply With Quote Edit / Delete Reply Windows 7 Norway Show Events Artistic Artistic x 1Informative Informative x 1 (list)

  12. Post #492
    Gold Member
    Firegod522's Avatar
    March 2008
    11,556 Posts
    Doesn't work with HDR.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 2Informative Informative x 1 (list)

  13. Post #493
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,845 Posts
    tools>convert folder in VTFEdit
    Thanks.

    Anyone know how to mass produce vmts?

  14. Post #494
    Thanks.

    Anyone know how to mass produce vmts?
    there's that VIDE thing, which can do a lot of thing, Particle editor, mass vmt editor, VBSP editor, etc...
    I can't find a DL link anymore for it tho, let me upload it somewhere.

    Edit: http://www.azpromapper.com/DL/VIDE.zip

  15. Post #495
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,845 Posts
    I've tried that but neither me or Firegod know how to mass produce vmts from it.

    care to explain?

  16. Post #496
    well in the left column you add the vmts that you want to modify (if they are not created yet, just create empty ones). chose the shader, when you click "Evaluate" that shader will be applied to all of your selected textures. (if they already have a shader, it will be replaced with the new one).

    for the Parameter, chose the one you want with the dropdow menu and add the value of that parameter in the text-box under the dropdown menu. click add, and the parameter will be added to the textures.
    re-do that for all the parameters you want.

    Same for the proxies I guess.

    Nothing really complicated imo.

    Edited:

    better?
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 2 (list)

  17. Post #497
    Gold Member
    nubblecakes's Avatar
    May 2006
    1,398 Posts
    This texture looks mighty purdy in Crazybump by the way, but there's a horizontal seam on the edges that I had to patch up via Photoshop. Good texture nonetheless.

    Oh and, just a little something I made a while back. Original texture from CGTextures:



    Gonna be releasing it with a few other nice textures once I've got it all in order.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Artistic Artistic x 1 (list)

  18. Post #498
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,845 Posts
    well in the left column you add the vmts that you want to modify (if they are not created yet, just create empty ones). chose the shader, when you click "Evaluate" that shader will be applied to all of your selected textures. (if they already have a shader, it will be replaced with the new one).

    for the Parameter, chose the one you want with the dropdow menu and add the value of that parameter in the text-box under the dropdown menu. click add, and the parameter will be added to the textures.
    re-do that for all the parameters you want.

    Same for the proxies I guess.

    Nothing really complicated imo.
    Might not be for you but I can't get my head around it

    Mind helping me?

    Add me on steam
    <-

  19. Post #499
    Civil's Avatar
    December 2009
    3,729 Posts
    Highway sign:

    Reply With Quote Edit / Delete Reply Windows 7 Sweden Show Events Artistic Artistic x 3Dumb Dumb x 2 (list)

  20. Post #500
    Beanz's Avatar
    April 2011
    848 Posts
    Highway sign:

    i'd change the colour of the text to red, because red usually indicates "stop", while green means "go right ahead".

    Edited:

    otherwise, nice job man.
    Reply With Quote Edit / Delete Reply Mac Sweden Show Events Agree Agree x 5Disagree Disagree x 1 (list)

  21. Post #501
    Aw_Hell's Avatar
    July 2009
    1,158 Posts
    Tried to make a texture, botched it big time, an ideas?



    Code:
    "LightmappedGeneric"
    {
    	"$basetexture" "sky/ship-hull"
    	"$normalmap" "sky/ship-hull-normal"
    	"$dudvmap" "sky/ship-hull-dudv"
    	"$surfaceprop" "Wood_Plank"
    	"%keywords" "ship"
    	"$nocull" 1
    	"$translucent" 1
    }

  22. Post #502
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,701 Posts
    Why is it nocull and why does it have a dudv map which is obsolete?
    Reply With Quote Edit / Delete Reply Windows Vista Finland Show Events Agree Agree x 2 (list)

  23. Post #503
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,264 Posts
    Refracting wood
    Reply With Quote Edit / Delete Reply Windows Vista Finland Show Events Funny Funny x 2Agree Agree x 1 (list)

  24. Post #504
    Aw_Hell's Avatar
    July 2009
    1,158 Posts
    Refracting wood
    It's the wood of the future man. Anyway I'm redoing it.

    Alright I replaced all the files and it's still giving me that weird black area effect. Here is my new vmf: I really need help with this anybody.

    Code:
    "LightmappedGeneric"
    {
    	$basetexture	"ship-hull"
    	$surfaceprop	"Wood_Plank"
    	$bumpmap	"ship-hull-norm"
    	$envmapmask	"ship-hull-spec"
    	$envmap		"env_cubemap"
    	$envmaptint	"[.85 .64 .38]"
    	$envmapcontrast	"0"
    	%keywords	"ship"
    }
    Edited:

    Why is it nocull and why does it have a dudv map which is obsolete?
    They were both a sorry attempt to fix the texture on my part. It's never done this before. . .

  25. Post #505
    Gold Member
    Firegod522's Avatar
    March 2008
    11,556 Posts
    you can't have normalmapmask and envmapmask in the same vmt. You need to embed the envmap into the normal map's alpha then do
    Code:
    "$normalmapalphaenvmapmask" "1"

  26. Post #506
    Aw_Hell's Avatar
    July 2009
    1,158 Posts
    you can't have normalmapmask and envmapmask in the same vmt. You need to embed the envmap into the normal map's alpha then do
    Code:
    "$normalmapalphaenvmapmask" "1"
    Alrighty, thanks! Will have an update soon!

  27. Post #507
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,504 Posts

    My first actual wall texture. Thoughts, opinions?

  28. Post #508
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,843 Posts
    It's really obvious you've just mirrored it to make it tile.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 5 (list)

  29. Post #509
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,504 Posts
    It's really obvious you've just mirrored it to make it tile.
    Solution?

  30. Post #510
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,843 Posts
    Tile it properly. Offset the image vertically by the width of the image divided by 2 and use the clone tool to make it seamless.

    Edited:

    What program are you using?

  31. Post #511
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,504 Posts
    Tile it properly. Offset the image vertically by the width of the image divided by 2 and use the clone tool to make it seamless.

    Edited:

    What program are you using?
    Photoshop CS2

  32. Post #512
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,843 Posts
    Ah, I'm using gimp, but the process is the same, just with different tools.

  33. Post #513
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,504 Posts
    Alright then, i'll look up some tutorials and try to make it look better

  34. Post #514
    Gold Member
    G-foxisus's Avatar
    September 2006
    2,973 Posts
    Alright then, i'll look up some tutorials and try to make it look better
    http://www.interlopers.net/tutorials/2862
    That might help you on your way.
    Reply With Quote Edit / Delete Reply Windows 7 Netherlands Show Events Useful Useful x 4 (list)

  35. Post #515
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,504 Posts
    Thank you so much!

  36. Post #516
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,827 Posts
    So this is all I can come up with , i'm not exactly an expert at texturing nor have I been doing it for that long...

    I have no idea how to make it look at all realistic , it looks ridiculously cartoony at the moment.
    Anyone have any ideas?

  37. Post #517
    Gold Member
    MenteR's Avatar
    July 2007
    5,299 Posts
    So this is all I can come up with , i'm not exactly an expert at texturing nor have I been doing it for that long...

    I have no idea how to make it look at all realistic , it looks ridiculously cartoony at the moment.
    Anyone have any ideas?
    it doesn't really look cartoony. if someone used that with that future textures pack it'd fit in really good.

    looks great, gj!
    Reply With Quote Edit / Delete Reply Windows 7 Brazil Show Events Friendly Friendly x 3Agree Agree x 1 (list)

  38. Post #518
    Gold Member
    HatredViral's Avatar
    September 2006
    1,356 Posts
    it doesn't really look cartoony. if someone used that with that future textures pack it'd fit in really good.

    looks great, gj!
    Yes it does. It has the same "cartoony" feel that is also noticeable on things such as Romka's grunts and Red Katanas MI Soldiers.
    Reply With Quote Edit / Delete Reply Windows XP United Kingdom Show Events Dumb Dumb x 2 (list)

  39. Post #519
    So this is all I can come up with , i'm not exactly an expert at texturing nor have I been doing it for that long...

    I have no idea how to make it look at all realistic , it looks ridiculously cartoony at the moment.
    Anyone have any ideas?
    looks great! If it's supposed to be metallic you could have some scratch on the edges
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Informative Informative x 1 (list)

  40. Post #520
    Gold Member
    kaine123's Avatar
    February 2010
    9,385 Posts
    I wish someone would port over some of the Fallout New Vegas ground textures.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Dumb Dumb x 2Agree Agree x 1 (list)