Texture [F1.8] Kyzer's DevTex Pack F 1.8B

Custom devtextures for TF2; spawn rooms, nobuild, capture zones, etc.

  1. Kyzer

    Kyzer L2: Junior Member

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    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

    [​IMG][​IMG] [​IMG] [​IMG][​IMG]
    Screenshots in Hammer:
    [​IMG]

    This pack is kept updated periodically.

    INSTALLATION:

    Unzip the folder "devtex" from the .zip, and drag it inside your "tf/materials" directory.
     
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    Last edited: Apr 25, 2017
  2. Kyzer

    Kyzer L2: Junior Member

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    I fixed the filenames to remove the underscores. It personally made more sense to me, since it's easier to type 'nobuild' than 'no_build'.

    Be sure to update.

    Read the rest of this update entry...
     
  3. Diva Dan

    aa Diva Dan not a furry

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    I like the 'update' material, hard to forget to update something when it's that flashy :)
     
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  4. Kyzer

    Kyzer L2: Junior Member

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    Definitely. Update those textures :^]
    or anything else
     
  5. Kyzer

    Kyzer L2: Junior Member

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    • Added trigger_hurt texture that blends with trigger texture.
    • Removed some non dev-related textures (some things that were lying around in my own custom folder that ended up in the pack)

    Read the rest of this update entry...
     
  6. Kyzer

    Kyzer L2: Junior Member

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  7. 404UserNotFound

    404UserNotFound TF2 Beta/Cut Content Historian

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    so do i have to pack these into a map if i use them or is this just like, clientside
     
  8. Kyzer

    Kyzer L2: Junior Member

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    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.
     
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  9. 404UserNotFound

    404UserNotFound TF2 Beta/Cut Content Historian

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    Ohhh, no no I didn't mean like, redistributing your work. I was high and trying to wrap my brain around the concept of "if I use these in hammer and compile a map that uses them, is it gonna cause errors down the line if people don't have the dev textures that were used?" :p
     
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  10. Kyzer

    Kyzer L2: Junior Member

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    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.
     
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  11. Kyzer

    Kyzer L2: Junior Member

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  12. Kyzer

    Kyzer L2: Junior Member

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  13. Kyzer

    Kyzer L2: Junior Member

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  14. Kyzer

    Kyzer L2: Junior Member

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    I added new black and white dev_measuregeneric textures. They're called dev_measuregeneric02.

    [​IMG]
    [​IMG]

    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...
     
  15. Yabayabayaba

    Yabayabayaba L3: Member

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    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
     
  16. Kyzer

    Kyzer L2: Junior Member

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    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.
     
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  17. Kyzer

    Kyzer L2: Junior Member

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  18. Kyzer

    Kyzer L2: Junior Member

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    Working on some new colors.
    [​IMG]
     
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  19. Kyzer

    Kyzer L2: Junior Member

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    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.

    [​IMG] [​IMG] [​IMG]

    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...
     
  20. Kyzer

    Kyzer L2: Junior Member

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    Ive made a few more colors, one of which I'm not sure of yet.