[7/16/19] Kyzer's DevTex Pack - Dark Nodraws

Texture [7/16/19] Kyzer's DevTex Pack - Dark Nodraws F4

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
T8mlQbI.png
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Exuf3Q0.png
5SrPGDv.png
ZeIVeOn.png
F7NmZpV.png
eNKGgKH.png
W46EiFO.png
wYUlAcq.png
FtqdoMB.png

JHMM0Gf.jpg
3isopSP.jpg
dev_measuregeneric03c.jpg
ximqXlu.jpg
EeGQVug.jpg
jxU9lNw.png
bCKrt8m.png
GrjPUVX.png


VVyRByX.png
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A1Gzdfu.jpg
toolsnodraw_darkorange.png
toolsnodraw_darkpink.png
toolsnodraw_darkgreen.png
toolsnodraw_darkcyan.png
4MEED34.png

Screenshots:
P3YCXWs.png

Jy8WNXv.png

wCwfDix.png

YpdluMn.png

ULmR015.jpg
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This pack is kept updated periodically.

===================================================
Update F3.2:
devtex/toolsnodraw_black
devtex/toolsnodraw_transparent (SEE NOTE!)

NOTE: nodraw_transparent LEAKS!!! Do not use it to seal a map! It's intended to be used so you can see into areas that are already sealed from the outside!
===================================================
The QoL Update:
* Added the 'tf' and 'devtex' tags to all textures in the pack
* Added 4 colors of nodraw, which function as normal nodraw
* Added an out of bounds texture & overlay. The overlay version
is UnlitGeneric (not affected by lighting, so it glows in the dark)
===================================================

+ Request things if you want them!

INSTALLATION:

Unzip the folder "devtex" from the .zip, and drag it inside your "tf/materials" directory.
 
Last edited:

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
so do i have to pack these into a map if i use them or is this just like, clientside

if you use the trigger textures as triggers, obviously you will never see them in-game unless you toggle triggers to be visible. there would be no point in packing for triggers. but if you use the capture zone or etc, you have to pack them or else no one else will see them.

the point of these textures is mostly for your own sanity in hammer. they're not for public releases, but no one ever said you couldn't pack them and release them with a public release of a map.
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
I'm not worried about redistribution. I was just trying to explain you should not have to worry about errors, as long as your textures are not visible. Entity brushes based on triggers or clips wont be visible, and won't cause any issues for you. Just if its a world brush or something visible, then you need to pack it.
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
I added new black and white dev_measuregeneric textures. They're called dev_measuregeneric02.

JHMM0Gf.jpg

3isopSP.jpg


I will be using these in my own maps. I personally use white as "Areas of Interest / Testing Focus" and black as "Out of Bounds / Uninteresting Area". Perhaps we could make this a standard? They could help map testing a lot.

Read the rest of this update entry...
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
4 Questions

A) do these act as :trigger: textures
B)what is an entity room texture for/ what is a room entity?
C) do these replace or add to the current textures, because I like the idea quite a bit, but I thinks a solid capture zone texture will be annoying
D) those hint textures are to hint to play testers where to stand, not as bot entity textures, etc
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
4 Questions

A) do these act as :trigger: textures
B)what is an entity room texture for/ what is a room entity?
C) do these replace or add to the current textures, because I like the idea quite a bit, but I thinks a solid capture zone texture will be annoying
D) those hint textures are to hint to play testers where to stand, not as bot entity textures, etc

The trigger, spawn zone, no build, capture area, etc all work as triggers as they're all transparent. The big yellow and black "capture zone" texture is meant to show the capture area to players. It's not meant for a trigger.

Entity room textures are just joke textures put inside whatever box you store world entities in. Transparent ones will leak if not enclosed.

These are addons.
 

Kyzer

L2: Junior Member
Apr 29, 2016
75
26
Changes:

+ Added magenta, yellow, and cyan (dev_measuregeneric03's)
-Removed pointless measurement textures (192 & 384) that weren't even advertised as being in the pack due to their broken nature.

NC1iWMr.jpg
ximqXlu.jpg
EeGQVug.jpg


I'm going to keep on adding dev_measuregeneric colors because I find them personally useful. It removed the monotone that exists in just orange and gray and gives color coordination value. Makes things stand out and allows for floor-planning to be color based and easier to see the boundaries between areas if walls haven't been put up yet.

Read the rest of this update entry...