Decompiling textures and sounds
Quote from Tigger on January 28, 2008, 11:21 pmI'm looking to get access to some resources. Namely the textures for signs in Portal, and the list of sounds and soundscapes used in Portal.
I've looked around for the soundscape*.txt file that lists the sounds and I don't have it on my system. Is there a step I need to execute to get the text file generated? Am I looking in the wrong place?
Also I haven't found the materials or the textures for signs. I'm guessing they're compiled into a larger file. Where is that file and how do I take apart that file for its resources? Or what else do I have to do? I have a strong desire to make some new sign materials and would like access to the original material.
Sorry if this has been answered elsewhere. I didn't find it. And thanks in advance.
I'm looking to get access to some resources. Namely the textures for signs in Portal, and the list of sounds and soundscapes used in Portal.
I've looked around for the soundscape*.txt file that lists the sounds and I don't have it on my system. Is there a step I need to execute to get the text file generated? Am I looking in the wrong place?
Also I haven't found the materials or the textures for signs. I'm guessing they're compiled into a larger file. Where is that file and how do I take apart that file for its resources? Or what else do I have to do? I have a strong desire to make some new sign materials and would like access to the original material.
Sorry if this has been answered elsewhere. I didn't find it. And thanks in advance.
Quote from Tigger on January 28, 2008, 11:47 pmAlso... how do I find out which textures/materials have multiple visual states?
Also... how do I find out which textures/materials have multiple visual states?
Quote from Interitus on January 29, 2008, 12:07 amLoaded post!
From what I can tell, the signs are a model and I have no clue how they're done. BUT, Syon made a PSD of the signage here -> dload.php?action=file&file_id=135
I've got it in my map as a static image, and it looks pretty good.The list of soundscapes is in one of the gcf files (probably portal content), I forget which one, and I forget where. But the list of hl2 soundscapes is on the valve wiki, the portal list wasnt on there last i checked.
Loaded post!
From what I can tell, the signs are a model and I have no clue how they're done. BUT, Syon made a PSD of the signage here -> dload.php?action=file&file_id=135
I've got it in my map as a static image, and it looks pretty good.
The list of soundscapes is in one of the gcf files (probably portal content), I forget which one, and I forget where. But the list of hl2 soundscapes is on the valve wiki, the portal list wasnt on there last i checked.
Quote from Tigger on January 29, 2008, 12:44 amI'm pretty sure the signs have to be materials or textures otherwise they couldn't be used as overlays.
And how do I get the list of soundscapes from a GCF file?
I'm pretty sure the signs have to be materials or textures otherwise they couldn't be used as overlays.
And how do I get the list of soundscapes from a GCF file?
Quote from NocturnalGhost on January 29, 2008, 12:58 amYou need GCFScape to view or extract from GCFs.
You need GCFScape to view or extract from GCFs.
Quote from NykO18 on January 29, 2008, 5:03 amThe strange thing with these sign textures are that they don't seem to exist..
When we use the material_modify_control to change its texture, we change this one : models/props_animsigns/signage_num0X_frame
And this texture does not exist in any of the GCFs...I think I has something to do with the model itself. The model seems to be using the texture materials/models/props_animsigns/awe_total.vtf to build its own texture. Then, it is impossible to reskin the model to have your own sign and it is impossible to export that texture and modify it... So yeah, use a custom-made one.
The strange thing with these sign textures are that they don't seem to exist..
When we use the material_modify_control to change its texture, we change this one : models/props_animsigns/signage_num0X_frame
And this texture does not exist in any of the GCFs...
I think I has something to do with the model itself. The model seems to be using the texture materials/models/props_animsigns/awe_total.vtf to build its own texture. Then, it is impossible to reskin the model to have your own sign and it is impossible to export that texture and modify it... So yeah, use a custom-made one.
Quote from Interitus on January 29, 2008, 8:20 amTigger wrote:I'm pretty sure the signs have to be materials or textures otherwise they couldn't be used as overlays.Ohhhh... are you talking about about just the little signs that appear within the game in various spots? like the ones above the doors? If so, then yeah those are all just regular textures. They'll all be within the gfc as well, named what they are in the hammer texture browser.
Ohhhh... are you talking about about just the little signs that appear within the game in various spots? like the ones above the doors? If so, then yeah those are all just regular textures. They'll all be within the gfc as well, named what they are in the hammer texture browser.
Quote from Tigger on January 30, 2008, 12:19 amInteritus wrote:Ohhhh... are you talking about about just the little signs that appear within the game in various spots? like the ones above the doors?Yes. That's what I'm looking for.
Ok, got GCFScape installed (after having to install .NET 2.0. *shudder*). That's working and I can see the assets. Thanks.
Now that I can extract the individual VTFs how do I decode one and get its TGA? I have IrfanView, but the Valve plugin only reads about half the VTFs. And I don't have Photoshop easily available.
Yes. That's what I'm looking for.
Ok, got GCFScape installed (after having to install .NET 2.0. *shudder*). That's working and I can see the assets. Thanks.
Now that I can extract the individual VTFs how do I decode one and get its TGA? I have IrfanView, but the Valve plugin only reads about half the VTFs. And I don't have Photoshop easily available.