Problem with textures in-game

Posted Jan 08, 2011
Hello,I'm new here, but just started to post today.

I'm fairly new to Hammer,but yet decided to go above and try making a custom water texture in VTFedit.
I made the texture in VTFedit, and the vmt in Notepad++ (Using a template. The "Custom_water" is the main texture and a placeholder for everything else)I placed the VTF's and VMT's in Portal/Materials.

My problem is that the water does not render correctly. In the Hammer Editor, the water appears solid white on the surface, but rendered correctly on the bottom (and animates? :s) In game, the water is rendered with pink and black textures like this.
img

Here's the code I used:

"Water"
{
   "$abovewater" 1
   "%compilewater" 1
   "$forceexpensive" 1
   "$reflectentities" 0
   "$envmap" "env_cubemap"
   "%tooltexture" "/custom_water"
   "$refracttexture" "/custom_water"
   "$refractamount" "0"


   "$reflecttexture" "/custom_water"
   "$reflectamount" "2"

   "$bumpmap" "/_normal_water_map"
   "$normalmap" "/_normal_water_map"

   "$surfaceprop" "water"
   "$bottommaterial" "/custom_water"
   "$bumpframe" "0"

   "$fogenable" 1
   "$fogcolor" "[63 214 225]"
   "srgb?$fogcolor" "{63 214 225}"
   "$fogstart" -1024
   "$fogend" 0

   "$scroll1" "[.01 .01 .05]"
   "$scroll2" "[-.025 .025 .075]"

   "Proxies"
   {
      "TextureScroll"
      {
         "texturescrollvar" "$bumptransform"
         "texturescrollrate" .01

         "texturescrollangle" 25.00
      }
      "WaterLOD"
      {
      }
         
   }

}

There were no compile errors when running the map. Could anyone help? :sad:

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4,141 Posts
Admin
Posted Jan 08, 2011
Replied 1 hour later
You don't need a leading slash on the material path.
Posted Jan 08, 2011
Replied 10 minutes later
Thanks. The pink and black textures are gone, but the white texture on the surface still remains :s.
Avatar
4,141 Posts
Admin
Posted Jan 08, 2011
Replied 5 minutes later
I haven't messed with texturing stuff in a long time, but I think that's because your "$reflecttexture" and/or "$refracttexture" are all the same as the base texture. Probably the reflect and not the refract.

Try looking up a tutorial on the VDC or Interlopers on how to make reflective textures. Also, you have cubemaps in the map and they've been built, right?

Posted Jan 08, 2011
Replied 19 minutes later
I can't find anywhere how to make a reflective or a refract texture.
Posted Jan 16, 2011
Replied 7 days later

Dontbyvista wrote:
I can't find anywhere how to make a reflective or a refract texture.

Use the default ones, custom ones do not work well, or at all.

To find these, look in source materials.GCF,nature folder, find a water VMT and copy/paste the relfect/refract parameters.

Posted Jan 16, 2011
Replied 8 hours later

Groxkiller585 wrote:
Dontbyvista wrote:

I can't find anywhere how to make a reflective or a refract texture.

Use the default ones, custom ones do not work well, or at all.

To find these, look in source materials.GCF,nature folder, find a water VMT and copy/paste the relfect/refract parameters.

Beg to differ with you there, I've made a few custom refraction textures and they actually don't look all that bad. It depends on how good you can make the normalmap.

Posted Jan 16, 2011
Replied 1 hour later

WinstonSmith wrote:
Groxkiller585 wrote:

Dontbyvista wrote:

I can't find anywhere how to make a reflective or a refract texture.

Use the default ones, custom ones do not work well, or at all.

To find these, look in source materials.GCF,nature folder, find a water VMT and copy/paste the relfect/refract parameters.

Beg to differ with you there, I've made a few custom refraction textures and they actually don't look all that bad. It depends on how good you can make the normalmap.

Wait, you mean it uses regular normals? I thought they needed something...more...

Either way, making animated normals isn't simple, I can never get it to go slow; it is either choppy is I slow it and too fast if it is normal speed.

Oh well, thanks for the info!

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Posted Jan 17, 2011
Replied 19 hours later

Groxkiller585 wrote:
Wait, you mean it uses regular normals? I thought they needed something...more...

Either way, making animated normals isn't simple, I can never get it to go slow; it is either choppy is I slow it and too fast if it is normal speed.

Oh well, thanks for the info!

Well, I just actually meant refractive textures, not water. I haven't tried making a water texture quite yet.