Texture issue

Discussion in 'Mapping Questions & Discussion' started by TheDarkerSideofYourShadow, May 9, 2008.

  1. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

    Messages:
    792
    Positive Ratings:
    144
    [​IMG]

    Anywhere I use that texture, I'm getting that issue. And its a really nice texture :-/

    Its nature/blendgroundtogravel002

    Picture was taken after running a "normal" compile for everything on the normal tab. Didn't do anything in game afterwards.
     
  2. R3dRuM

    R3dRuM L6: Sharp Member

    Messages:
    303
    Positive Ratings:
    19
    Use a different texture
     
  3. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

    Messages:
    792
    Positive Ratings:
    144
    Its a bad texture? Damn. Does anyone know a similar texture? I really like the way that one looks in my map, especially with the grass an all.
     
  4. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,920
    You could always make a normalmap for it... (i'm pretty sure thats what we decided the problem was in the previous threads on the same problem)
    Extract the thing with GCFscape and see what file is referenced from the .vmt but not in the GCF, make a file with that name, and stick it in the right folder /tf/materials/<folder directory structure from GCF>/<name of texture 'missing' from GCF>.vtf
    Then it should work, oh, and don't forget to pakrat the new texture in to yuor .bsp when you release it.
     
    • Thanks Thanks x 1
  5. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

    Messages:
    792
    Positive Ratings:
    144
    Thank you Youme.

    contents of blendgroundtogravel_002.vmt

    "WorldVertexTransition"
    {
    "$basetexture" "Nature/dirtground002"
    "$basetexture2" "Nature/dirtground001"
    "%tooltexture" "Nature/blendgroundtogravel001_tooltexture"
    "$bumpmap" "Nature/dirtground002_normal"
    "$bumpmap2" "Nature/dirtground001_normal"
    "$blendmodulatetexture" "Nature/dirtground002_blendmask"
    "%keywords" "tf"
    "%detailtype" "tf_grass"
    "$surfaceprop" "dirt"


    }

    These are the files missing:
    "$bumpmap" "Nature/dirtground002_normal"
    "$bumpmap2" "Nature/dirtground001_normal"

    What do the contents of the new vtf files have to be, and what would I need to do it?

    Once again, ty :)
     
  6. Earl

    Earl L6: Sharp Member

    Messages:
    284
    Positive Ratings:
    37
    A quick and dirty normal map is just a plain blue texture. Like RGB (0, 0, 255) the whole way through. You could make it in mspaint. But i think you could probably steal a normal map from one of the groundtogravel or groundtograss textures so the normals line up to the rocks.

    There are various tutorials out there on how to compile textures, so search for them.
     
  7. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,920
    dirtground002_normal
    dirtground001_normal

    It will be one of these (or both, depending which one is missing from the gcf) and as earl said just a plain blue texture will work. I think 0,0,128 would be better (as 255 is fully out and 0 is fully in whilst 128 is normal)
    You'll need to put it in .../tf/materials/nature/<texture name>.vtf