Purple Checkered in Hammer?

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Since no one in the Steam Chat could help answer this, I must make this thread. =(
I'm not sure why this is happening, Everything is in the right place afaik:

vtfproblem.png


vtflocation.png


The VMT has this in it:
Code:
"LightmappedGeneric"
{
	"$basetexture"	"CustomEgypt\hyroglyph_stripe_red"
	"$surfaceprop" "concrete"

}
 

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
Can you post your files to see if others can reproduce the issue?

Also, have you tried swapping the VTF out for a different one to narrow the issue down further?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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This is the formatting that I used:
vtfsettings.png


The reason the filesize is so big is because it is uncompressed.
But I do believe that THAT format is still compatible, otherwise why would they have it.
I had to switch vtfedit to version 4.17 from 4.15 to be able to use it though.
The only way to get rid of the "green tint" issue since acekimbo's post is broken is to make sure the file is uncompressed.
aka, all of the DXT formats that are up there.
Unless someone else has a better workaround that they have found out. But this way is proven as well.
 
Last edited:

Boylee

pew pew pew
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Apr 29, 2008
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Still listed as a compatible format here so I see no reason why that would cause problems.

Here's a fix for the green tint, it's a little tutorial written by acegimko, but it's so handy that I keep a copy in my dropbox: http://dl.dropbox.com/u/1766697/Tintfix tutorial.7z

You could try that and saving it out with DXT compression but I don't think that will fix it as it shouldn't be a format problem. I'm a bit stumped really. How did you make the texture in the first place? Photoshop > .TGA file > VTFedit?
 

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
VTFEdit 4.17? Aren't they only up to 1.3?

Source images (VTF and whatever image was used to import into VTFEdit) would be useful.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Sry guys, was pretty late last night when I was making out the post.
Thanks a bunch for holding onto that tutorial image. I'm gonna go so now as well.

I totally had the version wrong this is what they are below:
vtfversion.png


As for the process, yes that's how it went:
PHotoshop>>
Targa(.tga)>>
Saved Uncompressed 32-bit>>
VTFEdit(BGRX8888(version 7.4(7.2(Default)says it need a newer version)))>>
Saved(No Flags Selected)

Here is the source targa file and the .vtf file - SCRATCH THAT

EDIT: Seems as if I'll just use photoshops plugin instead of VTFEdit.
I selected to save it as a VTF(uncompressed tmeplate) through photoshop and it shows up without a green tint!! =D
 
Last edited:
Feb 17, 2009
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I had this problem with an overlay I was making. I couldn't figure it out. I even remade it twice. :(

Oh and if you need team colored Egypt texture, you could try mine: link
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
782
845
It is very slight, I checked it and it add 002200 to the hex color code, but ONLY when it is compressed. So if you save it via Uncompressed through photoshop it doesn't have that slight green tint effect to it. Engineer, even yours have it, I can tell when I have your custom ones next to a normal egypt texture. Slighty darker it seems cause of the green tint.

Basically this is what you need to do to not get a slightly green tint:
vtfphotoshop.png


The ones in red square will give you that green tint as to where the ones in the blue square will not give you that effect though the texture will be about 1.5 times bigger than it should be. So use caution when making LOTS and LOTS of custom textures. The original Egypt texture was around 700kb or so and the ones that i edited to make more team based turned out to be about 2MB.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
What is this green tint problem? I've never ran into such a thing with all the materials I've made...

I think it's actually a problem with the vtf compression algorithm that VTFedit uses, as it occurs in the photoshop plugin too, which is made by the same dude AFAIK.

It basically means that if you're trying to create textures that match existing ones, whenever you export the file to compressed vtf the colours change, creating a slight mismatch.

Acegimko's fix works a treat though so there's no real excuse for using uncompressed textures anymore. :p
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
They don't occur in UNcompressed vtf's just COMPRESSED vtf's.
Unless you use Acegimko's fix. I wonder what valve uses to do all their texturing work?
What do they use to compress it into vtf format?

Maybe at a next interviews with one of the texture makers there someone could ask them that question so we can get a nice idea of how to do it like them without the cursed green tint malfunction.

Obviously they must know how to NOT get that green tint when doing so, UNLESS they use that Acegimko's fix before he even came up with it. ::wonders::