Funny textures.

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Aragon

L1: Registered
Nov 19, 2008
48
6
I have been trying to texture a building that is being used as a connector. I am trying to use wooden walls but when i texture it and then play it as you move the colors of the wood change as I move. This make for a hidious looking system. I checked the HDR and there all off. I have the ones on the inside and the HDR for the environment off also.

Is this a natural thing for wooden style textures because the spawn rooms in my maps don't have textures that do this. Or do i need more lights or is there another problem.

Thanks in Advance
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Sounds like you've got some model textures there.

Do they have "props" anywhere in their name?
 
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Aragon

L1: Registered
Nov 19, 2008
48
6
Yes all three of the ones i tried had props_mining or watever in there name.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
In the texture browser in filter type "wood" then in keywords type "tf", any of those without "prop" in their name is okay.

You should be able to find the same color.

EDIT: Had it backward...
 
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Aragon

L1: Registered
Nov 19, 2008
48
6
Ok Cheers. Thanks for that i'm such a tool. I changed it and it looks good now :)
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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There are two kinds of materials that go onto models. Ones in that are in the models/ directory, and start that way in the browser, and ones that are in the props/ directory. Models/ ones are the problematic stuff, NOT props/ (valve themselves uses the ventilation duct material from the prop folder on world brushes)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Speaking of Funny Textures, I downloaded some custom textures/overlays from this site and when I put it in the folder that they said to they still show up that known around the world purple and black checkerboard texture. Just wondering if I did something wrong or forgot to do something all together.

 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
I had trouble with custom textures myself for a while. I finally realized that, when I opened up the VMT file in a text editor (like notepad) the directory wasn't correct.

It looks like you've got all your custom textures in a "custom" folder, which is the way I do it. Now you've got to open up each of the .VMT files with something like notepad. In each one there should be a line something like... "$basetexture" "custom/dev_measuregeneric01blu"
Make sure that line points to the correct directory. For your "custom" folder it should read "custom" as I have in bold above. If it's something different you'll need to change it to make it work.

Most custom textures you download will be using the directory name that the creator used. If you place the textures in a different directory then you'll have to change that line to reflect the change.

Hopefully I explained that well enough. :p
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Just gonna throw this in while theres a thread: If you make a custom texture, can the directory point to the standard valve directories, like wood, metal, concrete as long as the filenames not identical?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Damn, that seems like a lot of work, but if it's gotta be done, then it's gotta be done, i'll just make sure not to download a bunch at a time anymore and just change it little by little as i download them so it doesn't seem like that big of a job. Lol.

I've ran into one with alot of paths, do i just change the one that says yes, or do i change them all?
f_TextureNotem_af2bd47.png
 
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Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Well, I know the basics, but I'm not an expert. I had the exact same confusion with the exact same texture, Blade. I don't know for sure (there was no readme) but my guess was that the "$basetexture" and the "%tooltexture" lines had to be changed because they both are trying to point to "rockwall001forest". That is, of course, just a guess. One which I forgot to check the last time I opened Hammer.
 

russtolium

L1: Registered
May 27, 2008
15
0
Oh man. I've had the exact same problem with my map since FOREVER and had no idea why, I thought it was some sort of memory leak or the result of too many textures on screen at once, but this makes total sense. You guys are awesome.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
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for custom textures:

let's say I have created a texture called "ravidge_concretewall001", now I want to put it in a separate folder to keep track of my own custom textures.
Go to the tf\materials\ and create a folder called "mytextures" then put both the .vmt and .vtf files inside.

Now open the .vmt file and make sure the $basetexture line is pointing to the correct path.
"$basetexture" "mytextures/ravidge_concretewall001" in this case.


Blademaster:
$basetexture and $basetexture2 are in your case which two textures that are going to blend with each other. You only need to change the path for the texture that is custom.
%tooltexture is what texture you will see in the browser (hammer).
$bumpmap is the path for bumpmaps if you don't have a custom one, dont change it.

accually you don't need to change anything if you just put the files in tf\materials\custom
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Just gonna throw this in while theres a thread: If you make a custom texture, can the directory point to the standard valve directories, like wood, metal, concrete as long as the filenames not identical?
Yes, perfectly possible (and done more than once, with signs for instance). And unless I'm mistaken, if there are identical file names, the custom version overrides the one from the .gcf.