How to create a custom chamber sign?

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Mek
459 Posts
Posted Jul 01, 2008
So I want to make a custom chamber sign. I know how to create the vmf files, how to edit them etc.
I have used Aldez's prefab for this, and it looks like the sign is one func_brush with a texture (which was not found) applied (called CHAMBERSIGN). The "blinking effect" is assured by three entities, one of them is env_texturetoggle, which changes texture index of the func_brush.
What I need to do know, is how to create my own chamber sign with number "74", but I don't know where to get the font for this number, so I looked into the example map and saw that the whole sign is actually a model changing its skin. And this is where my knowledge ends.
I have used a tool called MDLTextureInfo, which gave me the names of textures used in the model. However, none of the textures was the front of the sign, there were basically no usable images used in that model. so I really don't get it how it works?
I have spent hours trying to come up with the solution myself, but failed miserably... I am totally frustrated now. There are no tutorials about this anywhere
Now the last option is to ask you, experienced mappers. How exactly did you do this in your maps? What should I do? Or, even better, wouldn't someone of you mind writing a brief tutorial for this?
Thanx in advance,
Mek

ps: the file in the attachment is from a custom map called "chambersthree", there are three images with chamber signs. So I am curious, how to make my own?...

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Remmiz
631 Posts
Posted Jul 01, 2008
Replied 15 minutes later
There is a skin for the model, not sure on the exact name, but it looks just black. But once you look at the Alpha layer you will see all the different numbers/symbols/ect. on it. Just create your own texture with the correct size and copy/paste them on it.
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Doomsday192
371 Posts
Posted Jul 01, 2008
Replied 1 minutes later
there is a psd template in the downloads database, thats what im using for omega.

and what im using is just a func_brush, but no blinking

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msleeper
4,095 Posts
Admin
Posted Jul 01, 2008
Replied 12 minutes later
Yeah the whole skin thing is kind of a pain but if you really want to go all the way, you really should do it. It's not really that hard, it's just time consuming to make all like 10 frames.
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Aldéz
221 Posts
Posted Jul 01, 2008
Replied 1 hour later
A font which is very close to the one used on the official signs is Zurich LtXCn BT. I have it, but I think it would be illigal to give it to you. Search the Internet and you might find it for free somewhere. There's also a template texture in the download database which contains all the symbols and numbers.

I made a tutorial on how to create a texture for the prefab. I havn't proofread it, so it can be somewhat difficult to follow. If you get it right, the texture you make will be fully compatible with the prefab. I suggest you use the template in my tutorial together with the other template on this site.

Link to tutorial

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msleeper
4,095 Posts
Admin
Posted Jul 01, 2008
Replied 43 minutes later
Aldez, port that shit to the Wiki if you please!
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Mek
459 Posts
Posted Jul 02, 2008
Replied 10 hours later
thank you very much, Aldez, I will try your tutorial and see if I can get the sign working

//edit: oookay... I ended up here: > Quote:

  1. Add the symbols and labels you want for your sign into your layer.

So I looked into the download database and found the Portal Raw Level Signage PSD with tutorial
I followed it, but I got stuck at step > Quote:

  1. Saving the sign

My photoshop (v7) is unable to save the alpha channel into the TGA file (see the attachment). I have applied the patch suggested at the start of the tutorial. The patch should have fixed it, am I right? so what do I do next?
frustrated

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Mek
459 Posts
Posted Jul 02, 2008
Replied 1 hour later
jeeeez
I have two folders under my Photoshop main folder, called "Plug-Ins" and "Plug-Ins CZ", and I copied the alpha channel tga patch into the Plug-Ins folder only... now that I copied it in the Plug-Ins CZ folder too, it is working
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Mek
459 Posts
Posted Jul 02, 2008
Replied 1 hour later
sorry for multiple posts...
now the sign works as intended, BUT... the image is a little distorted, like if there was a compression
and, when I applied the texture onto my brush, the texture was too large (512*1024), so I had to fit it in Hammer. I wonder if it could be caused by this... or is there any way to have the texture perfectly sharp as in the original chambers?
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Aldéz
221 Posts
Posted Jul 02, 2008
Replied 3 hours later
Do you save the the texture as TGAs first? There's a link to a VTF plugin for Photoshop (link in the tutorial). With it, you don't have to save each frame as a TGA first. Select the "Compressed Texture With Alpha" preset and you should get good quality.

The texture isn't too large. If you have texture lock on when you insert and move the sign prefab, you can just replace the texture without changing the coordinates. If you want a better resolution, double the size of the texture to 1024x2048. The frame will still have the same resolution, but the symbols will look better.

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Mek
459 Posts
Posted Jul 02, 2008
Replied 2 hours later
Thank you, will try what you suggested.
I don't have the plugin for photoshop, so I went through the TGA state.
I see I will have to experiment a little more, hopefully I won't destroy what's already done

//edit: I see that the vtf plugin cannot create multi-frame vtf files, as seen in readme > Quote:

  • The plug-in only supports single-face and single-frame .vtf files.

//edit2: well, now that I opened the older multi-frame file I used in my map before, I see that the quality is as good as it should be. So the crippled effect is made by applying the texture resized

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Aldéz
221 Posts
Posted Jul 02, 2008
Replied 34 minutes later
You're right, the VTF plugin for Photoshop doesn't look as the one for Paint.NET. Well, then you have to do it the hard way.

I don't understand the problem you describe under "edit 2". Does it look bad in Hammer and/or in-game?

EDIT:
I tried to make a 1024x2048 texture and scale it in Hammer to fit the sign. It worked perfectly, both in Hammer and in-game. The only problem I see is the file size (10.6 MB).

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Mek
459 Posts
Posted Jul 02, 2008
Replied 14 minutes later
I just wanted to do "edit 3" but you were faster
so, now I did a little experiment and the texture looked fine in Hammer, even after resizing. But in the game it was crippled. I think I will cope with it by letting it be, it is not so bad.
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Mek
459 Posts
Posted Jul 02, 2008
Replied 3 minutes later
Looks better from some distance
(the forum won't let me add a second attachment for one post)
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Aldéz
221 Posts
Posted Jul 02, 2008
Replied 18 minutes later
The reason why it looks crippled is because you use the standard texture scale in Hammer (0.25). A larger texture will look better, but a 1024x2048 (scale 0.125) texture is 10.6 MB!
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Mek
459 Posts
Posted Jul 02, 2008
Replied 1 hour later
so you recommend me to re-do it from scratch by first enlarging the original psd file from the tutorial to 1024x2048 and then continue working with the new images exactly the same way as before, and in the end at the texture application use a 0.125 texture scale, am I right?
i will probably have some time to try it tomorrow.
btw. the brush I am having this texture on, is of size 96x192 Hammer units.
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Aldéz
221 Posts
Posted Jul 02, 2008
Replied 11 minutes later
I'm not recommending anything. You have to choose between quality and file size.
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Mek
459 Posts
Posted Jul 03, 2008
Replied 20 hours later
oookay, so I did it... the new texture is 1024x2048 in size, and looks much much better, like the original. But the vtf file is 18,6 MB
And when fit in Hammer (by pressing the Fit button), it has set some weird numbers for the face texture, see the attachment
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Aldéz
221 Posts
Posted Jul 03, 2008
Replied 23 minutes later
Yes, it's as I told you; file size vs quality. But what's wrong with the numbers? If you pressed "Fit", those are the values needed to make the texture fit the surface it's applied on.