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Forum: All Forums : Valve's Source
Category: L4D2 Mapping
Left 4 Dead level design and mapping.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: LFD2 Custom textures
Cerebral_Assassin
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Since: May 24, 2006
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Last: Dec 24, 2010
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Category: L4D2 Mapping
Posted: Tuesday, Feb. 2, 2010 03:17 pm
Ok quick question. Have been working on comming up with an idea for the MODSCON 2010 contest. After I got the Modsonair texture to work with Hammer, I was just wondering how you take a simple let's say jpeg file and transform it into the 2 types of files (vmt, and vtf) needed to put them into the custom folder and use it as a texture?
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Welshy
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Category: L4D2 Mapping
Posted: Tuesday, Feb. 2, 2010 03:33 pm
Check out this tutorial. It's for HL2/CSS and is for creating sprays but the method is the same.

Just instead of placing the vmt's/vmf's in

"C:\Program Files\Valve\Steam\SteamApps\your-user-details\counter-strike source\cstrike\materials\VGUI\logos"

put them in

"C:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\materials\folderofyourchoice"
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foyleman
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Category: L4D2 Mapping
Posted: Tuesday, Feb. 2, 2010 05:31 pm
I used photoshop to create a TGA and used a program 360g to convert it for the game.

http://developer.valvesoftware.com/wiki/360g
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Cerebral_Assassin
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Since: May 24, 2006
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Last: Dec 24, 2010
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Category: L4D2 Mapping
Posted: Friday, Feb. 5, 2010 04:44 pm
Ok, I got 360g to convert it into vtf, and vmt files for the game. And I have tryed converting both bmp, and tga files. It does show up in the game, but looks like this



in Hammer. Any ideas whats wrong guys?
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Mystic
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Category: L4D2 Mapping
Posted: Friday, Feb. 5, 2010 05:04 pm
Did you create a .vmt for the texture?

An example would be

Code:
"LightmappedGeneric"
{
	"$basetexture" "Texture_folder/Texture_name"
	"$surfaceprop" "Type_of_texture"
}


Texture type is something like, brick, grass etc.. You can also add info for the bumpmap and blend here
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foyleman
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Category: L4D2 Mapping
Posted: Friday, Feb. 5, 2010 05:24 pm
also make sure you have entered any necessary paths. If you placed the texture into a folder, you need to list that folder to the left of the base texture as Rasta has shown.

Your VMT should be named the same as the texture.

The good news is that you have the texture showing up in the list. So you're half way there.
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Cerebral_Assassin
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Since: May 24, 2006
Posts: 166
Last: Dec 24, 2010
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Category: L4D2 Mapping
Posted: Friday, Feb. 5, 2010 08:29 pm
Thanks guys for your help. Got it solved now. You were right, I needed to put the custom folder to the left of the base texture in the VMT as Rasta pointed out. Works great now. Thanks again.
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