[TUTORIAL] Menu Photos

[O]

L3: Member
Mar 21, 2009
121
27
Hey [O],
this is a tutorial for the alpha channels in photoshop. (take a look at the last part)
http://tutorials.robbiegee.com/ps_tga.htm

And about that pink texture, are you sure that you edited the path in the vmt so that it´s pointing to the right vtf file? Cause that pink texture will only show if a vmt but no vtf is there.

Thanks so much for that bloodhound.

About the pink texture, my path is actually correct: "vgui\maps\menu_photos_cp_dam"
however, it seems the vmt had an inaccurate file name. so i need to fix that.

If i understand you correctly, fixing this will make sure that SOMETHING shows other than just pink. Whether its an opaque image or a transparent one depends on me getting that alpha channel thing correct.

As for the last part of the tutorial, you mean the flattening of the image?
Will that accomplish this " * edit the Alpha channel to make it hide the black background and show the pictures only" because I followed all the steps and the alpha channel still has black in it.
 
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[O]

L3: Member
Mar 21, 2009
121
27
Ok the vtf is now showing in the objectives window, but its not transparent...

I'm struggling with this alpha thing.
 

[O]

L3: Member
Mar 21, 2009
121
27
It finally worked :)

objective-screen.jpg


Thank you BloodHound. That last tutorial was the breakthrough.

I had to turn on ALL channels AND turn off background layer.
 
Oct 6, 2008
1,965
450
I really hate to do this necro bump - but just in case others are having the same issue - it would be good to have it all in the same spot.

This issue is:

It's not recognizing my alpha channel - I keep getting a black box around my images.

I have tried both vtf edit and the photoshop plug-in (by the way what save option should I be using with this there's a couple of alpha options).

Any ideas what I'm doing wrong?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
If I'm not mistaken, the plugin recognizes transparency levels and converts them to an alpha channel automatically, just like Photoshop already does for PNG, as long as you specify a format with transparency. The only drawback is not getting to control the "color" of the transparent pixels, which you might want to do in some cases to make a texture show up better in Hammer's material browser.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
I find that if you're using Photoshop to create the TGA files that you're going to convert, you need to have the alpha channel enabled alongside the RGB channels when you save the file, otherwise it won't recognize it exists and not use it (annoyingly I found this out when I was doing the high-res world maps)
 
Oct 6, 2008
1,965
450
Thanks for the help :)

I found out that it turned out to be a cache error.

When I completely restarted TF2 this morning it loaded in the working alpha. I'm still scratching my head over this one - another totally weird item to know.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Necro-Post!

I need some help with the flags in the vtf file, as I'm not sure which ones I need to have enabled and which I don't.

This a screenshot of what I have set in the VTF right now:
hourglass%20VTF.jpg


Now I have it packed into the map but when I load the map on my testing laptop I get this happen:
hourglass%20800x600.jpg

It does get a little better when I increase the resolution, but it still has the 'box' effect:
hourglass%201366x768.jpg


What I'd like to know is: Do I have the correct flags set for a menu_photo, or do I need to have certain flags checked/others not checked?

For reference, my vmt is as follows:
Code:
"UnlitGeneric"
{
	"$basetexture" "vgui/maps/menu_photos_dr_hourglass_beta08"
	"$translucent" "1"
	"$ignorez" "1"
	"$vertexcolor" "1"
}
 

Tumby

aa
May 12, 2013
1,087
1,196
Copy the flags from official menu photos.
I have no clue why pruple stuff is on your photo. I never experienced something like that myself. What compression format are you using when you turn it into a .vtf?
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Copy the flags from official menu photos.
I tried extracting an official one using GCFScape, but kept getting an error:
Code:
Error writing C:\Users\Adam\Downloads\2fort_texture001.vtf (Error: Unexpected end of GCF stream (0 B of 2796408 B).  Has the GCF file been completely acquired?)

What compression format are you using when you turn it into a .vtf?
I'm not sure actually. Here's my current VTFedit settings:
VTF%20Options%201.jpg

VTF%20Options%202.jpg

VTF%20Options%203.jpg


Also I don't know if its relevant, but I run TF2 on my laptop in DirectX 8.0, only for the sake of checking it does not have any errors for other people running it in DX8.
 

Tumby

aa
May 12, 2013
1,087
1,196
You dummy, you cant open the numbered .vpks. You have to open the ones ending with 'dir'!
"Texture Type: Environment Texture" You aren't making a cubemap! Set this to "Animated Texture".
The Version might be a problem. Set it to 7.2.
 

tehOMGfather

L1: Registered
Nov 15, 2009
27
3
When importing your TGA file into VTFEdit, you only need to ensure that 3 flags are set: [x] No Mipmap, [x] No Level Of Detail and [x] Eight Bit Alpha.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
You dummy, you cant open the numbered .vpks. You have to open the ones ending with 'dir'!
I did not know that, and you could have explained that without the "you dummy". :glare::angry:

The Version might be a problem. Set it to 7.2.
I was under the understanding that 7.3 was OK? I thought it was 7.4 that has legacy problems?

When importing your TGA file into VTFEdit, you only need to ensure that 3 flags are set: [x] No Mipmap, [x] No Level Of Detail and [x] Eight Bit Alpha.
Thanks for answering my actual question! It also seems to have done the job perfectly! I loaded the map on my test laptop (DriectX 8.0, all setting lowest possible, 800x600) and it looked perfect!
 
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