Yojimbo Posted April 9, 2006 Report Share Posted April 9, 2006 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 Link to comment Share on other sites More sharing options...
D3ads Posted April 9, 2006 Report Share Posted April 9, 2006 HL1 or 2 ? Link to comment Share on other sites More sharing options...
Yojimbo Posted April 9, 2006 Author Report Share Posted April 9, 2006 HL2. Link to comment Share on other sites More sharing options...
insta Posted April 9, 2006 Report Share Posted April 9, 2006 Is it a custom texture? The material type is defined in the .vmt file under "$surfaceprop" (metal, wood, stone etc.) Link to comment Share on other sites More sharing options...
Yojimbo Posted April 9, 2006 Author Report Share Posted April 9, 2006 No, its a standard texture - a train carrage texture from one of the train props in de_train: models/props/de_train/boxcar I couldnt use the prop itself as I wanted to open up the train door and let the player go inside, so i rebuilt the carrage using a brush, hollowed it out and applied the texure manually. However, now when I shoot the carrage the bullet hole is a stone decal. Is there any way of changing this to a metal one? Thanks Link to comment Share on other sites More sharing options...
insta Posted April 9, 2006 Report Share Posted April 9, 2006 Here's the vtm file for that texture : VertexLitGeneric { "$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. Link to comment Share on other sites More sharing options...
ginsengavenger Posted April 9, 2006 Report Share Posted April 9, 2006 It's also vertex lit which doesn't work real well on brushwork.. when you redefine the material make it lightmapped (LightmappedGeneric? I forget). Link to comment Share on other sites More sharing options...
Yojimbo Posted April 9, 2006 Author Report Share Posted April 9, 2006 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. Link to comment Share on other sites More sharing options...
curman Posted April 9, 2006 Report Share Posted April 9, 2006 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) Link to comment Share on other sites More sharing options...
Zacker Posted April 9, 2006 Report Share Posted April 9, 2006 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. Link to comment Share on other sites More sharing options...
Yojimbo Posted April 9, 2006 Author Report Share Posted April 9, 2006 Alright this sounds complicated as hell but I'm gonna give a try, standby for more questions Link to comment Share on other sites More sharing options...
Yojimbo Posted April 9, 2006 Author Report Share Posted April 9, 2006 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 Link to comment Share on other sites More sharing options...
insta Posted April 9, 2006 Report Share Posted April 9, 2006 Look in materials/models/props/de_train/ Link to comment Share on other sites More sharing options...
Yojimbo Posted April 9, 2006 Author Report Share Posted April 9, 2006 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. Link to comment Share on other sites More sharing options...
insta Posted April 9, 2006 Report Share Posted April 9, 2006 Change this : VertexLitGeneric { "$basetexture" "models\props\de_train\boxcar" "$envmap" "env_cubemap" "$envmapmask" "models\props\de_train\boxcar_ref" } to this : LightmappedGeneric { "$basetexture" "models\props\de_train\boxcar" "$envmap" "env_cubemap" "$surfaceprop" "metal" "$envmapmask" "models\props\de_train\boxcar_ref" } Remember to change the texturenames and paths to whatever you're using. Link to comment Share on other sites More sharing options...
Recommended Posts