![]() We'll be adding these parameters to our marble floor texture. vtf file for your normal map and your base texture, create a. When you have finished making your normal map, jump to here And then you want to transform your normal map into a. tga file (Those are the few compatible imports we can do in VTFEDit). Now you'll want to click "Save Height Map". ![]() For us though, we're going to be using Large Detail. A layer can be either Default, Fine Detail, Medium or Large Detail. We'll want to select our image file, and add a layer. Click that.Ī new set of settings will appear. At the top of the screen, there should be a button to generate a normal map. Next, you'll want to build a normal map with it. You'll want to make sure it only generates a normal map in the settings. Looking at the top of the program, you'll want to add an image, in this case, the image file for our custom texture. If you're using SSBump generator for this part of the guide, read this part of the guide Now you'll want to save your normal map as a. ![]() Once you're happy with your settings, click "OK". You'll want to check "Wrap Normal Map", which means that your normal map can be tiled. It's relatively simple to make a normal map, when you import a file, there should be an option to "Generate Normal Map". vtf for now, because you'll need a regular. To start, open up VTFEdit and then import an image. If you're using VTFEdit, read this part of the guide We're going to be using SSbump Generator for creating our normal maps. VTFEdit can create normal maps, but they usually don't create the best looking or most realistic normal maps. Here's an example for a marble floor I generated with SSbump Generator: A comparison of a texture with a normal and one without is massive, especially when viewed with a flashlight or sideways. This is how our modified texture looks in game:Ī normal map creates the illusion that a texture is 3D but isn't. We're going to go through the same processof making a texture. ![]() Now we're going to save our new changed texture. Click "Colors" and then click "Hue Saturation". Then we're going to open this file up in GIMP. We're going to click "File" and then "Export". vtf and open up our dev texture we extracted. Now that we have all of the texture files extracted,we're now going to open up the. Double click the files with _dir at the end. W'ere just going to have to manually extract both of them. vmf files, and the hl2_misc_dir will give us the. The thing is hl2_textures_dir will give us the. The ones you're looking for are the files with "_dir" at the end of them. You'll want to search your game files (in this case, the HL2 files), and find the. We can do this for any source games with. We're going to be using GCFScape to extract the texture from a. Say I wanted to edit this dev texture from HL2 to be a different color. You'll need GIMP for this part of the guide It doesn't look too great, but we're going to do some things to make it look better. For me, +my custom orange texture looked like this in game: vtf into our game's "materials" folder.Īfter all this, now we can go into hammer and create a map using our new texture. Since hammer will base your texture origin file location off of the materials folder, we're going to get rid of everything except the "orange" part of our $basetexture value. Since I put a spare version of my files in a different folder, and not the game folders, it gave me the directory from my "Users" all the way down to my "colour" folder. vmt is going to work, double click it, and open it up in either VTFEdit or Notepad, or any other text editor. We'll also be changing our "Surface 1" parameter to "Concrete". For my orange texture, we'll be checking off "Translucent" as our texture isn't translucent. So our base texture should just be "orange". We want to remove everything before the file name, in this case, orange. We won't change much, but the one thing we do want to change is the "Base Texture" parameter. Click "Tools" and then click "Create VMT". ![]() We aren't done yet though, custom textures require a. I'll name my file "orange", then click "Save". Since we aren't going to change our texture, we're just going to save it. You'll get these list of settings that pop up. Make sure your texture is a size that can be divided by a power of 2 Sizes like 512x512 and 256x128 images will work, but 292圆00 or something like 48x72 won't work. For me, I'm going to go to where my orange color is located on my PC, and then double click it. Say I wanted to make this full orange color into a texture ![]()
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