Custom colored textures problems
Quote from Habzs on June 27, 2014, 6:33 amHello! It's quite sometime since I've played with Hammer and Portal 2. blame minecraft
Anyway, I've been trying to work with world portals and trying to make a frame for it.
The first thing I did was to edit a stock texture from the game, by adding a $color option to the .VMT.
The .VMT here:
- Code: Select all
LightmappedGeneric
{
$baseTexture "Tile/white_wall_tile003a"
$surfaceprop metal
$bumpmap "tile/white_wall_tile003_height-ssbump"
$ssbump 1$normalmapalphaenvmapmask 1
$envmapcontrast 1
$envmapsaturation 1
$envmaptint .3 .3 .3
$detail "detailwhite_floor_detail_height-ssbump"
$detailscale 80
$detailblendfactor 1
$detailblendmode 10
$color "[0 0.31 0.52]"
"%keywords" "portal2 chamber"
}However, I've encountered a small problem.
The texture works if it's a func_detail.[spoiler][/spoiler]
But, once I turn in into a func_brush, it shows the original texture, without the color.[spoiler][/spoiler]
And, shining a light using a flashlight to it shows the color when it's a func_brush.[spoiler][/spoiler]
I have no idea what I'm doing wrong here. If anyone knows, please do let me know. Thanks!
Hello! It's quite sometime since I've played with Hammer and Portal 2. blame minecraft
Anyway, I've been trying to work with world portals and trying to make a frame for it.
The first thing I did was to edit a stock texture from the game, by adding a $color option to the .VMT.
The .VMT here:
- Code: Select all
LightmappedGeneric
{
$baseTexture "Tile/white_wall_tile003a"
$surfaceprop metal
$bumpmap "tile/white_wall_tile003_height-ssbump"
$ssbump 1$normalmapalphaenvmapmask 1
$envmapcontrast 1
$envmapsaturation 1
$envmaptint .3 .3 .3
$detail "detailwhite_floor_detail_height-ssbump"
$detailscale 80
$detailblendfactor 1
$detailblendmode 10
$color "[0 0.31 0.52]"
"%keywords" "portal2 chamber"
}
However, I've encountered a small problem.
The texture works if it's a func_detail.
But, once I turn in into a func_brush, it shows the original texture, without the color.
And, shining a light using a flashlight to it shows the color when it's a func_brush.
I have no idea what I'm doing wrong here. If anyone knows, please do let me know. Thanks!
Quote from josepezdj on June 27, 2014, 10:59 amHey, man! Welcome back!
The possible cause might be in one (or the 2) of these params:
$detailblendfactor 1
$detailblendmode 10In one hand, dim the detail a bit more: "0" means no detail at all while "1" means the detail being rendered fully and on top of your texture, try for example a value of "0.5" and continue from there
And try different blend modes... each of them causes a type of blend between the basetexture and the detail. In the blend modes is important to check the alpha channel in both textures, because some of the blend modes play with the alpha mask to intensify one texture over the other. Also I don't think that the blend mode type "10" actually exists! :p
Hey, man! Welcome back!
The possible cause might be in one (or the 2) of these params:
$detailblendfactor 1
$detailblendmode 10
In one hand, dim the detail a bit more: "0" means no detail at all while "1" means the detail being rendered fully and on top of your texture, try for example a value of "0.5" and continue from there
And try different blend modes... each of them causes a type of blend between the basetexture and the detail. In the blend modes is important to check the alpha channel in both textures, because some of the blend modes play with the alpha mask to intensify one texture over the other. Also I don't think that the blend mode type "10" actually exists! :p
Quote from Habzs on June 27, 2014, 11:29 amjosepezdj wrote:Hey, man! Welcome back!The possible cause might be in one (or the 2) of these params:
$detailblendfactor 1
$detailblendmode 10In one hand, dim the detail a bit more: "0" means no detail at all while "1" means the detail being rendered fully and on top of your texture, try for example a value of "0.5" and continue from there
And try different blend modes... each of them causes a type of blend between the basetexture and the detail. In the blend modes is important to check the alpha channel in both textures, because some of the blend modes play with the alpha mask to intensify one texture over the other. Also I don't think that the blend mode type "10" actually exists! :p
I derped up there. : I posted the wrong .VMT file in my original post. I've changed it to the one with the texture I'm using for the frames.
I still tried changing the params for both $details though, but none of the combinations worked.
The possible cause might be in one (or the 2) of these params:
$detailblendfactor 1
$detailblendmode 10
In one hand, dim the detail a bit more: "0" means no detail at all while "1" means the detail being rendered fully and on top of your texture, try for example a value of "0.5" and continue from there
And try different blend modes... each of them causes a type of blend between the basetexture and the detail. In the blend modes is important to check the alpha channel in both textures, because some of the blend modes play with the alpha mask to intensify one texture over the other. Also I don't think that the blend mode type "10" actually exists! :p
I derped up there. : I posted the wrong .VMT file in my original post. I've changed it to the one with the texture I'm using for the frames.
I still tried changing the params for both $details though, but none of the combinations worked.
Quote from Caden on June 27, 2014, 1:46 pmStop referring to your .vmts as .vmfs.
Also why not just do what omni did and use a custom texture.
Plastic/concrete isn't a very fitting material for portals anyway.
Stop referring to your .vmts as .vmfs.
Also why not just do what omni did and use a custom texture.
Plastic/concrete isn't a very fitting material for portals anyway.
Quote from FelixGriffin on June 27, 2014, 3:16 pmHe is using a custom texture, hence the title of the thread.
Omni actually didn't create new materials for his world portals. One portal uses the stock fizzler texture and the other uses his physics-field from Retrospective. That's why they aren't the standard colors--I imagine if he had polished them up for release (rather than just creating them as an experiment) he would have redone them in (brighter) blue and orange.
He is using a custom texture, hence the title of the thread.
Omni actually didn't create new materials for his world portals. One portal uses the stock fizzler texture and the other uses his physics-field from Retrospective. That's why they aren't the standard colors--I imagine if he had polished them up for release (rather than just creating them as an experiment) he would have redone them in (brighter) blue and orange.
Quote from Caden on June 27, 2014, 4:12 pmFelixGriffin wrote:He is using a custom texture, hence the title of the thread.The thread title says "custom colored textures problem" not "custom textures color problem."
He even said in the description that this is just a stock texture with a modified .vmt.Also my point still stands about concrete not being a very fitting portal texture. And omni using custom stuff.
The thread title says "custom colored textures problem" not "custom textures color problem."
He even said in the description that this is just a stock texture with a modified .vmt.
Also my point still stands about concrete not being a very fitting portal texture. And omni using custom stuff.
Quote from Habzs on June 28, 2014, 12:42 amCaden wrote:Stop referring to your .vmts as .vmfs.Like I said,
Habzs wrote:It's quite sometime since I've played with Hammer and Portal 2It's been awhile since I've played with source as a whole. I got confused trying to post this thread within a small amount of time.
Caden wrote:Also why not just do what omni did and use a custom texture.
Plastic/concrete isn't a very fitting material for portals anyway.Haven't you been reading?
Habzs wrote:The first thing I did was to edit a stock texture from the game, by adding a $color option to the .VMT.I was implying that I quickly whipped up a .VMT to test if the color worked. I am using the stock texture as a placeholder.
Also, this IS a custom texture. Textures don't only consist of the VTF, you know. Changing values of the VMT makes a significant change in the texture itself. Therefore, my texture is custom.Caden wrote:Also my point still stands about concrete not being a very fitting portal texture. And omni using custom stuff.Texture is still custom.
--
Like I said,
It's been awhile since I've played with source as a whole. I got confused trying to post this thread within a small amount of time.
Plastic/concrete isn't a very fitting material for portals anyway.
Haven't you been reading?
I was implying that I quickly whipped up a .VMT to test if the color worked. I am using the stock texture as a placeholder.
Also, this IS a custom texture. Textures don't only consist of the VTF, you know. Changing values of the VMT makes a significant change in the texture itself. Therefore, my texture is custom.
Texture is still custom.
--
Quote from Caden on June 28, 2014, 12:49 amHabzs wrote:Textures don't only consist of the VMF, you know.Habzs wrote:VMFhelp someone please call the doctor im dying.
help someone please call the doctor im dying.
Quote from Habzs on June 28, 2014, 12:56 amCaden wrote:Habzs wrote:Textures don't only consist of the VMF, you know.Habzs wrote:VMFhelp someone please call the doctor im dying.
Well doesn't that just proves your ignorance.
help someone please call the doctor im dying.
Well doesn't that just proves your ignorance.
Quote from Caden on June 28, 2014, 1:07 amHabzs wrote:Well doesn't that just proves your ignorance.[spoiler].vmfs are map files m8 xDDDDDD[/spoiler]
Habzs wrote:Also, this IS a custom texture. Textures don't only consist of the VMF, you know. Changing values of the VMT makes a significant change in the texture itself. Therefore, my texture is custom.Alright I don't know if you just deliberately ignored this or what but it's pretty obvious that when I said "custom texture" I was referring to something that was actually custom made and also fitting for a portal material.
Alright I don't know if you just deliberately ignored this or what but it's pretty obvious that when I said "custom texture" I was referring to something that was actually custom made and also fitting for a portal material.