Source Engine rescales trextures...

Aliensoldier

L1: Registered
Jul 17, 2011
25
1
Hey guys!
I got a little problem with my Hamburger Hill map here.
The textures on the ground have a TextureScale (X,Y) of "1".

unbenanntvzs.jpg


But then ingame the Source Engine rescales the textures on the standard "0.25"

kothhamburgerhill10002.jpg


PS: Please don't mind the low resulution and videosettings, I'm in holiday and the computer I'm using now is a bit low-res...
:p

That's the content of the VMT:
Code:
"WorldVertexTransition"
{
	"$basetexture" "dev/dev_measuregeneric01b"
	"$basetexture2" "cp_mountainlab/nature/ground001"
	"%tooltexture" "Nature/blendgroundtograss007_tooltexture"
	"$blendmodulatetexture" "Nature/grass_blendmask"
	"$bumpmap" "Nature/dirtground001_height-ssbump"
	"%detailtype" "tf_forest_grass"
	"%keywords" "tf"
	"$ssbump" "1"
	"$surfaceprop" "dirt"
	"$color2" "{149 138 113}"
}


I hope somebody can help me, never had that problem before! :(
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
It is because of the blend material and Hammer's stripped down rendering engine. When you use two textures of different sizes in a blend material, Hammer will render one of them at the wrong size, scaling it to match the other. What you see in the game is how the textures are supposed to be, rendered independently of each other.

Further, if you really want the dirt scaled up higher without changing the dev (...why dev anyway?) add the following to the vmt:
$basetexture2transform "center .5 .5 scale 1 1 rotate 0 translate 0 0"
Where the two numbers after scale are the x/y adjustment, but they are the "opposite" of how scale works in Hammer. They specify how many times a texture is repeated within the space of it's original size. e.g. a value of 3 will make it appear three times smaller, .25 will make it four times bigger.
 
Last edited:

Aliensoldier

L1: Registered
Jul 17, 2011
25
1
Thank ya very much mate! :)
I just used the devtexture for testing, I will add a other texture later.
Looks interesting, I will try that peace of code out on another texture then.
And thanks again! :)