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Hammer: Bullet Hole Decals

  • Yojimbo
  • April 9, 2006 at 12:35 PM
  • Yojimbo
    • April 9, 2006 at 12:35 PM
    • #1

    Hi

    Quick newbie question: How do I change the type of bullet holes that appear when shooting a brush object - I've used a metal texture for my walls but the bullet holes are the default brick ones - I've looked through the properties and can't find how to change them.

    Many Thanks

  • D3ads
    • April 9, 2006 at 2:23 PM
    • #2

    HL1 or 2 ?

  • Yojimbo
    • April 9, 2006 at 2:27 PM
    • #3

    HL2.

  • insta
    • April 9, 2006 at 4:15 PM
    • #4

    Is it a custom texture? The material type is defined in the .vmt file under "$surfaceprop" (metal, wood, stone etc.)

  • Yojimbo
    • April 9, 2006 at 5:08 PM
    • #5

    No, its a standard texture - a train carrage texture from one of the train props in de_train:

    models/props/de_train/boxcar

    I couldnt use the prop itself as I wanted to open up the train door and let the player go inside, so i rebuilt the carrage using a brush, hollowed it out and applied the texure manually. However, now when I shoot the carrage the bullet hole is a stone decal.

    Is there any way of changing this to a metal one?

    Thanks

  • insta
    • April 9, 2006 at 5:54 PM
    • #6

    Here's the vtm file for that texture :

    VertexLitGeneric

    {

    "$basetexture" "models\props\de_train\boxcar"

    "$envmap" "env_cubemap"

    "$envmapmask" "models\props\de_train\boxcar_ref"

    }

    As you can see, it doesn't have a material-type definition, so I'm guessing that's handled by the model in this case. What you can do is extract the vtf and vmt, rename it boxcar1 or something then add the material definition to the vmt file and use it as a custom texture.

  • ginsengavenger
    • April 9, 2006 at 6:30 PM
    • #7

    It's also vertex lit which doesn't work real well on brushwork.. when you redefine the material make it lightmapped (LightmappedGeneric? I forget).

  • Yojimbo
    • April 9, 2006 at 7:14 PM
    • #8

    Thanks for all your help so far, but please can you give detailed instructions as I've never done any of this before.

    - How do I extract the vtf and vmt files?

    - What are the exact lines I need to add to the vmt file for the metal decals and lightmapping?

    - Where do I put the files when I'm done?

    Thanks again for all your help, sorry about all the dumb questions but I'm a totall n00b at this.

  • curman
    • April 9, 2006 at 7:40 PM
    • #9

    Okay, files are hidden inside .gcf files. You need to download GCFScraper. Before you can extract any files from the game (Half-Life 2 or CS:S, you need to exit STEAM entirely or it will say it's in use).

    Open the GCFScrape program, it likely is somewhere in STEAM folder (The folder where you select your email), you should see a bunch of icons that say Half-Life 2 content, Counter-Strike content, Lost coast-content. I assume if this is from de_train you're going to want to open the file named "Counter-Strike shared content"

    You'll see the files on the left frame of the screen like opening archives. I'm not postive of where you need to go (I'm writing from work and off my memory) but likely there will be some folder called material, or materialsrc that contains the .vtf and .vmt of "boxcar" while you need to select and extract to anywhere.

    Simply right click the .vmt after extraction to rename it to boxer.txt and you can open it in notepad. Also this will tell you if theres a specular map to go with it which you also will need (fag). Then enter the text my lovely assistance insta had posted before this.

    Save it, close notepad, rename the file to boxcar.vmt (You get a dumb pop-up just say okay).

    From there you find a tutorial on putting in custom textures, (I'm lazy sorry. http://www.snarkpit.com)

  • Zacker
    • April 9, 2006 at 8:02 PM
    • #10

    If you want to concentrate on other aspects of your mapping then just think of that model materials can't be used in brushes. If you are a beginner then you probably just want to accept this and find another texture.

    Note: With the later versions of GCFScape it has received volatile access which means that you do not need to close Steam.

  • Yojimbo
    • April 9, 2006 at 9:39 PM
    • #11

    Alright this sounds complicated as hell but I'm gonna give a try, standby for more questions

  • Yojimbo
    • April 9, 2006 at 10:32 PM
    • #12

    Alright, I've opened 'counter-strike source shared.gcf' but I can't find the .vtf and .vmt files for boxcar.

    insta - you said you looked in the vtm file? - where did you find it??

    Cheers

  • insta
    • April 9, 2006 at 10:37 PM
    • #13

    Look in materials/models/props/de_train/

  • Yojimbo
    • April 9, 2006 at 10:46 PM
    • #14

    Got it. Nice one!

    Please can someone give me the exact lines I need to add to the file to change the bullet decals and the light mapping, then I'll stop bothering you!

    Thanks so much for all your help.

  • insta
    • April 9, 2006 at 11:00 PM
    • #15

    Change this :

    Quote

    VertexLitGeneric

    {

    "$basetexture" "models\props\de_train\boxcar"

    "$envmap" "env_cubemap"

    "$envmapmask" "models\props\de_train\boxcar_ref"

    }

    Display More

    to this :

    Quote

    LightmappedGeneric

    {

    "$basetexture" "models\props\de_train\boxcar"

    "$envmap" "env_cubemap"

    "$surfaceprop" "metal"

    "$envmapmask" "models\props\de_train\boxcar_ref"

    }

    Display More

    Remember to change the texturenames and paths to whatever you're using.

  • Yojimbo
    • April 10, 2006 at 5:28 PM
    • #16

    Quality. Thanks again.

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