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[SOLVED] How to add custom textures to a map on workshop

Title pretty much states it: How to add custom textures to a portal 2 map so that they will be also visible for everyone who downloads the specific map from workshop.

I tried using search, google, developer.valvesoftware.com, youtube and everything but found no answer.

Pakrat. https://developer.valvesoftware.com/wiki/Pakrat It allows you to pack the textures and models into the .bsp file.

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

Thanks! :thumbup: That was an easy solution.

No problem. I was glad to help. :)

"...those who would break the rules and laws are reguarded as scum, but those who would abandon even one of their friends, are worse than scum." -Obito Uchiha
Youtube Channel My Workshop
My Maps/Projects:

[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]

Hi guys,

i am having a little issue with pakrat, see these results:

Image
Image

Steps done:
Custom folder in /materials with subfolders containing custom textures;
compiles bsp and used pakrat to add these custom textures;
uploaded resulting bsp to workshop;
moved custom folder with all custom textures to another location out of portal;
subscibed to my own map and downloaded, launched and played.

Why are Portal props loosing their textures having had added custom textures via Pakrat?

You forgot to build cubemaps!
First type "buildcubemaps" into the console to get all reflections in the map and after that use Packrat!
I hope you have some env_cubemaps in your map.

What you can see in your picture is a result of missing reflection textures. The default reflection is very bright, thats why your models seem to be very bright.

Really? For me it shows the Missing Texture image.

Falsi sumus crusto!

Nope, it's the missing cubemaps thing. You can even see the default cubemap as a reflection.
If there would be missing textures, the props would have a black-pink error texture.

Thanks, guys. I added a few cubemaps and will run a re-compile overnight.

Just by curiousity: Why is there no issue at all as displayed below, if i upload the original non-packed bsp to the workshop while having the custom textures still in /materials?

Image
non-packed bsp having used custom textures in portal/materials

Worked - after having done wrong nearly everything that could be done wrong!

Worst mistake: I renamed the bsp file on save from Pakrat and uploaded that renamed file to the Workshop. Bad idea! Lesson learned: Do not rename the bsp after cubemaps had been build!

I am still not happy with the finally appearing light setup of the map, which looks at many locations very different to what i tried to achive and how it did look via Fast compilation e.g. the car park at the entrance is far to dark. Furthermore i am still not sure if i should have done more than just enter 'buildcubemaps' via developer console, because the Vale Wiki tells me more to do:
https://developer.valvesoftware.com/wiki/Cubemaps
Finally i have no idea how a should reload a map into Portal as mentioned in that Wiki - there should be something smarter than recomplie the map each time via Hammer's Run Map. Guess, i am missing something.

Here the result in case of curiousity:
http://steamcommunity.com/sharedfiles/filedetails/?id=81975915
Again: I am still not happy with the light in that map.

Image