Editing Valve textures/props

Discussion in 'Mapping Questions & Discussion' started by bob+M|M+, Sep 8, 2008.

  1. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    I'm interested in changing the hue of some TF2 valve textures and props for use in my own map.

    First of all, is this possible and is it easy?

    Secondly, should I be concerned with any ethical issues on this matter?

    I've never made any custom content before so I would really appreciate any input. Thanks!

    bob
     
  2. ArsenaL

    ArsenaL L1: Registered

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    well if all you're doing is editing a current texture than you can't exactly take full credit for one you "create". If you really WANT to though... which i don't recommend.. you can load up the texture browser and printscreen a 512x512 image of the texture and paste it into photoshop.. then edit away and convert your edited product into a .vtf
     
  3. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    specifically this grey-brown texture on the left

    [​IMG]

    I wonder if I need to worry about bump mapping or anything else though? In game it seems to acquire a nice cliff effect with shading.


    and yes, I would be of course giving credit to valve :D
     
  4. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Print screening the texture browser? That's just so... primitive! The right way to do it is to use the handy tool GCFScape, which lets you browse and extract files from game .gcf files.
     
  5. ArsenaL

    ArsenaL L1: Registered

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    eh.. i have no need to decompile anything so if i were to use a texture that i wanted to change i'd just print screen the browser.. that's like 5000x faster than gcfscape. I don't have a need for it anyway
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I wouldn't have said a 1000x faster, it's only opening it up and extracting the material whilst steam is not running. When you extract it you get all the vmt coding that comes with the texture (such as associated sprites and secondary textures/bump/normal maps etc). You wont get that with a print screen. Plus you wont have any scaling issues, and there's no decompiling involved with textures.

    I would deffinately recommend gcfscape.

    Personally i have no problem with people converting shades of model textures. I've always thought we needed more of a variety of the selection of props, the next best thing is a variety of skins.

    P.S. I had a nice game with you a few nights back on ctf_turbine bob ;) I dunno if you recall seeing my alias ingame, but i saw yours! I even ubered you once or twice.
     
  7. Dox

    Dox L8: Fancy Shmancy Member

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    You might lose a little texture quality that way, nothing major though.
     
  8. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    You can save a step by going into GCFScape->options, and check volatile access. And really it does save time. You don't need to make a vmt, and it takes about ~30 seconds. But whatever floats your boat I guess...