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Whats wrong with my textures?

  • Skjalg
  • October 15, 2005 at 10:14 AM
  • Skjalg
    • October 15, 2005 at 10:14 AM
    • #1

    I created these two textures;

    [Blocked Image: http://www.xperimental.nu/skjalg/kl_castleWall_skjalg.jpg][Blocked Image: http://www.xperimental.nu/skjalg/kl_castleWall_skjalg_normal.jpg][Blocked Image: http://www.xperimental.nu/skjalg/kl_castleWall_skjalg_specul.jpg]

    [Blocked Image: http://www.xperimental.nu/skjalg/kl_grass_skjalg.jpg][Blocked Image: http://www.xperimental.nu/skjalg/kl_grass_skjalg_normal.jpg][Blocked Image: http://www.xperimental.nu/skjalg/kl_grass_skjalg_specular.jpg]

    with the wall vtm as

    Code
    "LightmappedGeneric"
    
    
    {
    
    
        "$basetexture" "cvc2/kl_castleWall_skjalg"
    
    
        "$bumpmap" "cvc2/kl_castleWall_skjalg_normal" 
    
    
        "$surfaceprop" "rock"
    
    
    }
    Display More

    and the floor as a blend

    Code
    "WorldVertexTransition"
    
    
    {
    
    
    "$BaseTexture" "cvc2/kl_castleWall_skjalg"
    
    
    "$BaseTexture2" "cvc2/kl_grass_skjalg"
    
    
    "$surfaceprop" "rock"
    
    
    "$surfaceprop2" "grass"
    
    
    "$bumpmap" "cvc2/kl_castleWall_skjalg_normal"
    
    
    "$bumpbasetexture2withbumpmap" "cvc2/kl_grass_skjalg_normal"
    
    
    }
    Display More

    ingame, i end up with

    [Blocked Image: http://www.xperimental.nu/skjalg/normalmap.jpg]

    Usually i try to figure these things out myself, but im just too tired of dealing with textures right now As you might be able to see from the textures, these are my very first two... atleast for hl2, i guess you could comment on those too, if you'd like...

  • Defrag
    • October 15, 2005 at 12:33 PM
    • #2

    Try it without the normal maps and see what happens. Also, your first $surfaceprop is set to a texturename rather than a surface property like "stone" or whatever the proper choice is.

  • Evert
    • October 15, 2005 at 1:16 PM
    • #3

    Hmm I got that a long time ago, I think I just re-saved the TGA for the bump, and then recompiled the texture.

  • General Vivi
    • October 15, 2005 at 6:10 PM
    • #4

    that usually happens when the file can't find the bumpmap . maybe your missing somthign or misspelling it?

  • Skjalg
    • October 15, 2005 at 10:01 PM
    • #5
    Quote from Defrag

    Try it without the normal maps and see what happens. Also, your first $surfaceprop is set to a texturename rather than a surface property like "stone" or whatever the proper choice is.

    Done, on both accounts... The textures worked fine without the normal map

    Quote from Evert

    Hmm I got that a long time ago, I think I just re-saved the TGA for the bump, and then recompiled the texture.

    Tried that, didnt work

    Quote from generalvivi

    that usually happens when the file can't find the bumpmap . maybe your missing somthign or misspelling it?

    More likely, yes.. but i havent mispelled anything.. So I've probably missed something

    I've been struggling with this for hours now, could anyone of you be so kind as to try this yourself download the .jpg's and make the textures with the vtex using the normal map...

    Would really appreciate any help^^

  • Skjalg
    • October 15, 2005 at 10:56 PM
    • #6

    yes well, this is kinda embarrasing... I guess this is what happens when you dont completely understand something^^

    I thought that when i compiled the .tga to vtf by dragging the vmt ontop of vtex.exe it compiled both the *.tga and *_normal.tga together into one vtf.. Obviously i thought wrong, becase as all of you probably know (that i didnt) is that its actually the vmt's that are sorta like reference files for the editor and engine. And in that file, its referring to the .vtf's...

    So basicly, all i had to do was to compile the *_normal.tga files...

    GJ SKJALG!! YOU R SO NUB!

  • von*ferret
    • October 16, 2005 at 12:06 AM
    • #7

    shouldn't be in this forum Dunno how to script though sorry =(

  • Skjalg
    • October 16, 2005 at 3:53 AM
    • #8

    okay, sorry about the wrong forum section... cant be that important

    Anyways, now that ive finally made it work, i want it too look even better, so i started to redo it, but it still looks too shiny.. so i started reading up on the specular maps and that sorta thing...

    Ive googled for some solution and a howto, and the best i could find was a bunch of posts on hl2world... Now, ive figured out how to make one, and that i have to save it in the alpha channel of the normal map...

    Now heres my proble, when i try to do "save as.." in photoshop, it wont allow me to save my image as a targa with the alpha channel... why's this?

    edit:

    Heres something to show what i mean;

    [Blocked Image: http://www.xperimental.nu/skjalg/alpha_wtf.jpg]

  • General Vivi
    • October 16, 2005 at 7:23 AM
    • #9

    um i don't think you can do that ,

    #1 doing an alpha to a normal. you would not do an alpha to a normal. you would do it to the texture.

  • ginsengavenger
    • October 16, 2005 at 7:49 AM
    • #10

    if you want to save a tga with an alpha channel you gotta pick 32-bit depth, i think it's in the dialog that comes up before it shows the Save As... dialog.

  • h2
    • October 16, 2005 at 8:04 AM
    • #11

    Dude, download Photoshop vtf plugin and skip this whole compiling.

  • PhilipK
    • October 16, 2005 at 12:58 PM
    • #12

    Actually you do want to have the specualr in the normal map alpha. And judging from the screen there your specular will be extremly glossy.

    Instead try to keep it very, very dark almost black and with high contrast for glossier parts.

    And yes just save it as 32bit TGA and you'll get your alpha in there

  • Skjalg
    • October 17, 2005 at 12:21 AM
    • #13

    thanks for the tip, only problem is that the whole "what bit type" dialog appears after the save as.. not before

    Where can i find this vtf plugin you speak of?

  • Campaignjunkie
    • October 17, 2005 at 12:35 AM
    • #14

    I haven't read the other posts, so excuse me if I'm repeating someone else:

    Do you have the TGA patch installed? Photoshop 7.00 broke alpha channel support - you need to download the 7.01 patch on the Adobe website to fix that.

  • h2
    • October 17, 2005 at 12:47 PM
    • #15

    I'll post some programs that have helped me alot:

    Photoshop VTF plugin

    All layer offset script(press f12 and it offsets every layer exactly 50%)

    HL2 console commands:

    bind "o" "mat_reloadallmaterials"

    bind "p" "mat_reloadmaterial blend_grass"

  • Skjalg
    • October 17, 2005 at 2:13 PM
    • #16
    Quote from Campaignjunkie

    I haven't read the other posts, so excuse me if I'm repeating someone else:Do you have the TGA patch installed? Photoshop 7.00 broke alpha channel support - you need to download the 7.01 patch on the Adobe website to fix that.

    You didn't repeat anything, and you helped me alot thanks

    Those two programs will surely help me alot too, h2.. thanks

    But what does those two hl2 commands really do? is for replacing textures while running hl2?

    edit; ah.. thanks h2 it helped^^

  • kleinluka
    • October 17, 2005 at 3:18 PM
    • #17

    any pictures of the working material in-game?

  • Skjalg
    • October 18, 2005 at 5:54 AM
    • #18

    not with the specular map.. I have to get a new version of photoshop, the patch wouldnt work

  • Skjalg
    • October 19, 2005 at 4:09 AM
    • #19

    Well, here it is...

    [Blocked Image: http://www.xperimental.nu/skjalg/normalmap_v2_2.jpg]

    [Blocked Image: http://www.xperimental.nu/skjalg/normalmap_v2.jpg]

    C & C (I have also update the first post with the updated images of the textures)

    edit; I fixed the edged seam on the normal texture (i think, not really sure what you ment). And i shrunk the texture into 512x512, since the rocks were way too big... Its a bit repepitive atm, but i dont really know how to fix that.. not sure if i wanna at this stage either^^

  • brendank310
    • October 19, 2005 at 4:16 AM
    • #20

    There's a weird seam on the border of the texture from the normal map. Otherwise I really like the wall texture.

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