Initial Texture?

Discussion in 'Mapping Questions & Discussion' started by drp, Oct 28, 2007.

  1. drp

    aa drp

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    What texture do you guys use when your making the layout? Or do you complete the section you're on before moviing on to the next?
    Also, how can i get hammer to only show tf2 textures, models, etc and not HL2?
     
  2. Jao

    Jao L1: Registered

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    I was looking for an answer about the textures too but didn't find anything yet... If anyone know something, let us know!
     
  3. Cdsand

    Cdsand L2: Junior Member

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    Type "tf" into the keyword field of the texture browser.

    If you made a mod as the workaround to map for TF2, then use only the models that show as a part of that mod. This sorted in the model browser.
     
  4. Logo

    Logo L3: Member

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    Usually I start with the NoDraw texture when mapping. That way it's very easy to tell what you have and have not textured. Once you're ready to texture an area you just have to go through apply textures to the faces your players can see.

    Also it's a tough call to map with a default texture then go back and fill in or go area by area. I tend to prefer the latter since I don't always fully flesh out an area before I start modeling (since my drawing skills are mediocre). One of the problems with modeling your whole map then filling in textures and such is that you may find that you need to rework a lot of areas to fit in details or properly use textures. This could cause problems if you don't have the space to make such changes. By mapping out areas in full detail and moving on (and you can always come back!) you can get a good feel for the map as you go along plus you can make sure you have plenty of room for most of the detail.

    Either way start an area with something like a NO DRAW texture then detail and fill in. If you're going to be using a lot of custom models or textures then you will probably rely more on modelling with NODraw then filling in with actual textures later.

    There's also some HL Orange/Grey test textures you can probably find if you dig around abit (these aren't TF2 textures but will work in your TF2 map). If you need to model now and fill in later.
     
  5. Jao

    Jao L1: Registered

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    To answer to your first questions that I completly forgot (forgive me :-[), I always mapped by texturing everything at the same time, it gived me new ideas and "projections" in my mind of what I could create there and there. I rarely drew my layouts and I do NOT recommend you this method. I started A LOT of maps but actually, I never finished a map yet since I started mapping around v1.2 of CS retail back in 2001... So I HIGHLY suggest everyone to draw sketches and layout and think about optimizations even before you start working in the editor. That's what I did for my upcoming TF2 map that I plan to start really soon. I will use the dev materials this time to keep me concentrated on what I have to do ! :p

    I tried and it worked for like 80% of the textures but some tf2 textures aren't shown with that keyword. What we would need is a way to remove all those HL2 textures from Hammer. Anyway, the update is coming soon so they'd not bother me for so long anymore! Thanks anyway! :)
     
  6. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    I usually use the default brick texture. I never think to use the dev textures for some reason. Then when the geometry and basic lighting are done I replace all the brick with Nodraw. Then I pick a secondary basic wall & floor textures then replace all the visible surfaces with them. Then from there I do the finer texturing