Texturing

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MrHatlf

engineer main, majoring in exploiting
Feb 6, 2013
79
40
I have found this texture in Hammer which has an array for multiple colors for Dev Textures. I was wondering how do I apply an individual texture from that array to a brush. Another question real quick, is the Dev Texture with an Engineer imprint on it a download, or is it in Hammer under a different name other then 'dev'?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Don't understand the first question, second: yes it's a download. Get boojum's pack then place an info_player_teamspawn and heypresto. dev engineer.
 

MrHatlf

engineer main, majoring in exploiting
Feb 6, 2013
79
40
If you look in the textures under the name of 'dev' you'll find an array of colors. On maps I have seen people use Black Dev, Yellow Dev, basically colors that aren't the standard Blue, Red, Gray, Orange, and White.
 

phantom26

L1: Registered
Nov 8, 2012
19
2
All you would have to do is re-colorize the dev texture. Just select by color if you don't want it to affect the text on the image thought. Probably not the best method, but I normally just desaturate the image and add a multiplier layer with the color I'm wanting on top of the base layer.
 

phantom26

L1: Registered
Nov 8, 2012
19
2
What program are you going to be using to edit the image? If your using gimp I'm sure there is plugin you could use to generate the color array your looking for.

Edit: Nevermind, just reread your first post. You'll have to click the block with multiple colored sides in hammer and then click the face of the brush you wish to edit. Once you do that you'll have to adjust the textures scale as well as the texture shift to align it properly to the brush. Once your satisfied with the results click apply.
 
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MrHatlf

engineer main, majoring in exploiting
Feb 6, 2013
79
40
I use Paint.net which is similar to GIMP. Also, if I were to fabricate new texture at my disposal, where would I put the textures?
 

phantom26

L1: Registered
Nov 8, 2012
19
2
You would have to import the image into a program called vtfedit and then save it to the tf2 materials directory under which ever folder you wish. You'll have to also check to see if the .vmt file for the .vtf is properly generated so that hammer will see it. Normally by default it's auto generated for you.

Here's a link in case you don't have vtfedit.
http://nemesis.thewavelength.net/index.php?c=178
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The texture you posted isn't actually meant to be used for anything, as far as I can tell. It was probably meant for testing lighting against a variety of colors or something of that ilk. Point is, you should ignore it and use proper dev textures for your map.
 

MrHatlf

engineer main, majoring in exploiting
Feb 6, 2013
79
40
Those were the textures I was looking for, I just didn't know what to look under. Thanks.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Oh that texture. That's not an array of usable textures, just a weird one valve had some use for somewhere mysterious.

I've never felt the need to use anything other than the standard dev textures included. I can understand why people might like the stuff crash posted. buuuuutttt always felt quite pointless to me. There's plenty of dev textures already.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Yeah, part of the point of dev textures is to keep your map plain-looking during the initial tests so that players aren't distracted by unnecessary detail. That pack was created specifically for what was essentially a joke-map contest.