Can't find 2 specific textures in the Texture Browser

Pilk

L2: Junior Member
Jun 9, 2009
66
4
Greetings.

I have been looking up and down through the texture browser trying to find a textures that i've seen in in plr_pipeline. They ones on either side of the one-way windows coming out of the spawn on stage 1 that look like mesh reinforced glass..

So my question is, is there a way of finding out the texture using a console command if I run the map? Alternatively, do you know the names of the textures (if you know which ones i'm talking about)? Thanks for your help!

(Also, any tips on how to filter out the irrelevant HL2 textures? I'm sure they aren't supposed to be there..!)
 

Pilk

L2: Junior Member
Jun 9, 2009
66
4
Hmm... it's not showing up there. Maybe I need to refresh SDK content? Edit: Unsuccessful

plr_pipeline0000.jpg

There is also a green variant of that glass. It does look quite peculiar when resized to 128x128 xD
 
Last edited:

Smetzle

L3: Member
May 20, 2009
112
51
texturehelp.png


It's that one. To have only TF2 textures, type 'tf' into the keywords box in the texture browser. For some reason, the Egypt textures are not classed as TF2 ones so you'll just have to type 'egypt' into the filter box to see them.
 

Pilk

L2: Junior Member
Jun 9, 2009
66
4
Thank you very much Smetzle! And I'll keep a note of that egypt quirk.

Did VALVe just add a plain texture on the other side of the glass to make it opaque?

Edit: Figured it out myself - lights/gradient_window
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
and for the record. Those glass textures use VMT parameters to shrink and rotate themselves. That way the wires stay nice and crisp without aliasing since in the texture data they are actually straight and not 45 degrees.
 

Pilk

L2: Junior Member
Jun 9, 2009
66
4
and for the record. Those glass textures use VMT parameters to shrink and rotate themselves. That way the wires stay nice and crisp without aliasing since in the texture data they are actually straight and not 45 degrees.

Oh cool, I noticed resizing the brush it was on didn't mess around with the scale. Also causes adjacent textures to flicker and rotate like they were at 45 degrees, seems like just a bug in Hammer.