[Tutorial] Making a Poster Overlay

Angry_Ed

L1: Registered
May 25, 2009
41
32
Great tutorial, but I seem to have a problem. I followed all the instructions but when I tried to get my poster to show up in my map it's just a squashed black texture. Maybe it's because I don't quite understand overlays or maybe it's something else but I can't explain it. The poster shows up just fine in Hammer's texture browser, so I'm really confused.

EDIT: I just tried to apply an overlay using a pre-existing (i.e. from Valve) sign/poster texture, and the same thing occured. So I'm again unsure what I'm doing wrong within Hammer.

EDIT EDIT: Disregard my problems, I fixed it. I completely forgot I didn't have any lighting of any kind in my map just yet.
 
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fbbviv

L1: Registered
Jun 19, 2009
6
0
Yay finally I decide to post here.:p first post.
More Importantly; This is where I'm stuck. I'm not sure why it's not correct or whatever... :/
I just finished most of a room in my map I'm working on and wanted to add some custom "posters". Today I've been watching/reading tutorials like mad and now I got it in hammer, it's just purple and black textures unfortunately...
I have this:
"LightmappedGeneric"
{
"$basetexture" "C:\Program Files\Steam\steamapps\fbbviv\team fortress 2\tf\materials\signs/soldier_was_here"
"$surfaceprop""concrete"
}

I intend on adding alot of custom posters, overlays, etc to my map. Any help is greatly appreciated! :D
Does it show up as purple checkers? Make sure your VMT's basetexture value is correct.

EDIT nevermind it's fixed. :D thanks for the tutorial!
 
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Ankh

L3: Member
Sep 18, 2008
114
41
TF2_Sign_by_Ankhareon.png

Tried it, and with the help of photoshop plugins I can now not only do this but texture things. Now all I need to learn is modelling and I can make actual custom art assets. Thanks!

Fantastic tutorial - 10/10, would learn again.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Fanatastic tutorial!

However I have done everythingyou mentioned, but I am stuck as to how find the texture in hammer texture browser ... what do I have to type in (filter/ keywords)?
 
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Waif

L7: Fancy Member
Mar 22, 2009
412
125
Actually Don't worry, I figured it out (didn't save the text file as a vmf, sillyl me :))

Awesoem tutorial man.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
You could also just make the "Marks" transparent to show that they've been torn..
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
thanks a lot! using your nice tutorial, i made a poster that fits a map im making perfectly (not really a great map, not really a great poster). i'll probably make more (and hopefully get better at it), so thanks!

sigma_red.bmp
 

SPHinx

L2: Junior Member
Aug 29, 2009
81
24
I also found this tutorial really helpful.

And if I may add, if you are using GIMP, I recommend taking your almost finished poster layer, duplicating it, and then applying an "Oilify" filter to the upper layer. You can then adjust its opacity to get a nice mix of detail vs. brush stroke. It helps to give your poster a painted look that fits in well with the rest TF2's art.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
I also found this tutorial really helpful.

And if I may add, if you are using GIMP, I recommend taking your almost finished poster layer, duplicating it, and then applying an "Oilify" filter to the upper layer. You can then adjust its opacity to get a nice mix of detail vs. brush stroke. It helps to give your poster a painted look that fits in well with the rest TF2's art.

I'll have to remember that.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
Very useful btw for pallet i use eyedropper right?
 

Bob Ross

L3: Member
Jun 16, 2009
105
9
after following the steps exactly and checking double checking and triple checking i get the error that the folder does not contain a valid .tga file when it clearly does. when i hit the key to continue it closes and doesnt make a vtf. any idea whats up?
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
after following the steps exactly and checking double checking and triple checking i get the error that the folder does not contain a valid .tga file when it clearly does. when i hit the key to continue it closes and doesnt make a vtf. any idea whats up?

The HammerWiki, in a different tutorial, says the TGA image for a custom texture needs to be saved as 32 bit, uncompressed.

You'd think that would get mentioned in these custom texture tutorials more often.
 

Bob Ross

L3: Member
Jun 16, 2009
105
9
The HammerWiki, in a different tutorial, says the TGA image for a custom texture needs to be saved as 32 bit, uncompressed.

You'd think that would get mentioned in these custom texture tutorials more often.

that did not change anything.
EDIT: i discovered one of my problems but it now says that it cannot convert image from RGBA8888 to DXT1 in a CalcLowResImage

EDIT 2: used vtf edit instead and it works.
 
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Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Oh wow, I remember using this tutorial ages before even joining this site. I totally forgot this is where I got it from.

+Thanks
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
The HammerWiki, in a different tutorial, says the TGA image for a custom texture needs to be saved as 32 bit, uncompressed.

You'd think that would get mentioned in these custom texture tutorials more often.

I've never had a problem saving it as a compressed tga.