Problem with textures in-game
Quote from Dontbyvista on January 8, 2011, 2:43 pmHello,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.
Here's the code I used:
- Code: Select all
"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" "$bumptransform"
"texturescrollrate" .01"texturescrollangle" 25.00
}
"WaterLOD"
{
}
}}
There were no compile errors when running the map. Could anyone help?
Hello,I'm new here, but just started to post today.
I'm fairly new to Hammer,but yet decided to go above and try making a custom water texture in VTFedit.
I made the texture in VTFedit, and the vmt in Notepad++ (Using a template. The "Custom_water" is the main texture and a placeholder for everything else)I placed the VTF's and VMT's in Portal/Materials.
My problem is that the water does not render correctly. In the Hammer Editor, the water appears solid white on the surface, but rendered correctly on the bottom (and animates? :s) In game, the water is rendered with pink and black textures like this.
Here's the code I used:
- Code: Select all
"Water"
{
"$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?
Quote from msleeper on January 8, 2011, 3:49 pmYou don't need a leading slash on the material path.
You don't need a leading slash on the material path.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
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Quote from Dontbyvista on January 8, 2011, 3:59 pmThanks. The pink and black textures are gone, but the white texture on the surface still remains :s.
Thanks. The pink and black textures are gone, but the white texture on the surface still remains :s.
Quote from msleeper on January 8, 2011, 4:05 pmI 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?
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?
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Dontbyvista on January 8, 2011, 4:25 pmI can't find anywhere how to make a reflective or a refract texture.
I can't find anywhere how to make a reflective or a refract texture.
Quote from Groxkiller585 on January 16, 2011, 10:21 amDontbyvista 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.
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.
Quote from WinstonSmith on January 16, 2011, 6:24 pmGroxkiller585 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.
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.
Quote from Groxkiller585 on January 16, 2011, 7:24 pmWinstonSmith 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!
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!
Quote from WinstonSmith on January 17, 2011, 2:41 pmGroxkiller585 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.
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.