Custom Images on the map


Brooks
10-08-2007, 05:22 PM
How do you put a custom image as a texture so you can put it on your map?

Watchtower
10-08-2007, 06:33 PM
How do you put a custom image as a texture so you can put it on your map?

1. Convert your size image to a factor like 128x128, 256x256, 512x512, etc. or mix/match them

2. Convert your image file type to .*vtf format
3. Make a *.vmt file with texture name and directory
*see example files in sourcesdk content folder

4. Insert both files into your materials directory or sub directory (eg. materials/custom)
* .vmt text must match your directory you put the physical files in

5. Enjoy

Vtflib can covert jpegs and other file formats to .vtf
Photoshop has a .vtf plug-in

Both super easy to find on the net

Brooks
10-08-2007, 06:39 PM
3. Make a *.vmt file with texture name and directory
*see example files in sourcesdk content folder

Could you explain this a little more?

Cpt Ukulele
10-08-2007, 06:55 PM
You already have some info on vmts in that thread (http://www.dayofdefeat.net/forums/showthread.php?t=75022) that you started.

You can find additional info here (http://developer.valvesoftware.com/wiki/Vmt) and here (http://developer.valvesoftware.com/wiki/Creating_a_Material).

And not to sound like a grumpy old man, but a "please" and a "thank you" go a long way.

Also, "Google is your friend". :)

Brooks
10-08-2007, 07:18 PM
I think i did it right but all i see is the purple and black boxes

Cpl. Punishment
10-08-2007, 08:30 PM
That means that your texture isn't in the right file folder.

Brooks
10-09-2007, 06:58 AM
I put it in dod/materials folder, what folder should i put it in?

Furyo
10-09-2007, 07:18 AM
Put it wherever you want (within the materials folder like "materials/dod_nameofthemap/nameofthetexture.vtf") but also make sure the vmt links to the proper folder.

Cpl. Punishment is right, but only partially. The black and pink checkerboard can also come from a vmt file that wouldn't have the proper path to the texture.

Remember your vmt should NOT have the extension of the file in it. Don't put the ".vtf" at the end of the path line.

Brooks
10-09-2007, 08:02 AM
i put the vtf and vmt in a subfolder in the dod materials folder, and made sure the vmt pointed to the folder not the vtf and i still get the checkerboard

Furyo
10-09-2007, 08:07 AM
Please post your vmt lines here

Brooks
10-09-2007, 08:08 AM
"LightmappedGeneric"
{
"$basetexture" "materials/17thmap"
"$surfaceprop" "logo"
"$decal" 1
}

Brooks
10-09-2007, 08:21 AM
i think this is where my error is but im not sure why

Furyo
10-09-2007, 09:05 AM
That surface prop is not going to work, but that's besides the point. Your .vtf needs to be in the root materials folder. If it's anywhere else it won't work.

If that vtf already is in place, either your vtf is corrupt or you haven't restarted Hammer since you fixed any prior mistake in the vmt file.

Cpl. Punishment
10-09-2007, 03:53 PM
Cpl. Punishment is right, but only partially. The black and pink checkerboard can also come from a vmt file that wouldn't have the proper path to the texture

Partially right is better than completely wrong. :p

ultranew_b
10-09-2007, 03:58 PM
There is a program called VTFEdit created by nem. It will generate basic vmt files for you. Simply place it in the folder where your texture is and it will generate the correct vmt (w/paths).

http://nemesis.thewavelength.net/index.php?c=158

:)

Brooks
10-09-2007, 04:45 PM
so what would i put next to the
"$basetexture"

if i had the vtf in the dod/materials folder?

fishy
10-09-2007, 06:03 PM
"$basetexture" is always relative to your dod/materials folder. In other words, you don't need to use that part of the path name. So if the logo.vtf is sitting in dod/materials/mynewmap/, then you would have "$basetexture" mynewmap/logo
If it's sitting in the actual materials folder, then it's simply "$basetexture" logo

Brooks
10-10-2007, 07:04 AM
ok cool thanks

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