Dev Textures Help

TMB

Banned
Jun 7, 2015
821
323
Can someone pass me ''dev_measureawall01blu'' and ''dev_measureawall01red'' cause i made a mistake and now looks different, its very important!
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
How do they look now? I'll gladly pass you the files, but I'm curious on how they look to you now.
 

TMB

Banned
Jun 7, 2015
821
323
How do they look now? I'll gladly pass you the files, but I'm curious on how they look to you now.
Ok, here some images:
d57ta6N.png

vXjBVGB.png



They are the same but brighter..
And btw, can be all the customdev folder pls?
 

TMB

Banned
Jun 7, 2015
821
323
You can just delete the files in the customdev folder and it will use the original ones from the VPK.
Wait, i deleted the folder and now looks like before, but says that the location of the texture is still in the older folder... but that folder doesnt exist now... how it works?
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
is this on cp_theory cause tyler was using custom ones that were brighter iirc
 

TMB

Banned
Jun 7, 2015
821
323
is this on cp_theory cause tyler was using custom ones that were brighter iirc
Yes, but i dont like them so im gonna replace it for the originals, in fact im uploading right now the map with other name...
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Ill act like i understand that..
You're not getting away that easily! :p How it works is that the VPKs (which are kind of like ZIP files) have a fake folder structure inside them that matches the folder structure inside /tf/, and when the engine needs a file — for example, materials/models/props_badlands/barrel01.vmt — it looks first for a real file with that name and location. If it can't find one, it checks if one was packed into the map. And if there's not one there, it finally checks in the VPK. This makes it easy to replace stock assets with modded versions because all you have to do is know where to put them.
 

TMB

Banned
Jun 7, 2015
821
323
You're not getting away that easily! :p How it works is that the VPKs (which are kind of like ZIP files) have a fake folder structure inside them that matches the folder structure inside /tf/, and when the engine needs a file — for example, materials/models/props_badlands/barrel01.vmt — it looks first for a real file with that name and location. If it can't find one, it checks if one was packed into the map. And if there's not one there, it finally checks in the VPK. This makes it easy to replace stock assets with modded versions because all you have to do is know where to put them.
Ok, i think i understand it, thanks!