Test chamber signs
Quote from Dafflewoctor on August 22, 2013, 9:54 pmI am very confused on how to get this done. So I have created my sign in Omnicoder's sign maker...now what? I didn't understand the tutorial at all...
I am very confused on how to get this done. So I have created my sign in Omnicoder's sign maker...now what? I didn't understand the tutorial at all...

Quote from TeamSpen210 on August 23, 2013, 1:28 amThis method for testchamber signs uses a custom material. Source textures use two files: the vtf (the actual texture image) and the vmt (the material definition file).
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "texture_name_here"
"$surfaceprop" "glass"
"$selfillum" 1
"%keywords" "portal2"
}A vmt is just a text file (example above). Put this one in portal2/materials with the vtf (give them the same name,probably your map name). Edit the quotes after basetexture and add the texture name + any folders after the materials folder.
Then it'll show up in hammer like every other texture.
The rest of the tutorial explains how to set it up to flicker on like the real ones.
You'll also need to pack the files into your map so players can see the textures.
This method for testchamber signs uses a custom material. Source textures use two files: the vtf (the actual texture image) and the vmt (the material definition file).
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "texture_name_here"
"$surfaceprop" "glass"
"$selfillum" 1
"%keywords" "portal2"
}
A vmt is just a text file (example above). Put this one in portal2/materials with the vtf (give them the same name,probably your map name). Edit the quotes after basetexture and add the texture name + any folders after the materials folder.
Then it'll show up in hammer like every other texture.
The rest of the tutorial explains how to set it up to flicker on like the real ones.
You'll also need to pack the files into your map so players can see the textures.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Dafflewoctor on August 23, 2013, 5:50 amSo the vmt is just a text file? Can I just put that code (edited) into Notepad and then put it with my vtf?
So the vmt is just a text file? Can I just put that code (edited) into Notepad and then put it with my vtf?

Quote from TeamSpen210 on August 23, 2013, 5:59 amYes, you'll need to change the "texture_name_here" though. You'll also want to make your vtf be generated with alpha mask on. (Checkbox in the sign maker).
Yes, you'll need to change the "texture_name_here" though. You'll also want to make your vtf be generated with alpha mask on. (Checkbox in the sign maker).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Dafflewoctor on August 23, 2013, 6:37 amHmm...it won't show up in Hammer for some reason. I have my folder (mapsigns) in the materials folder with the vtf and the vmt. I changed the basetexture to mapsigns/sign_01 (sign_01 is my vtf name) so what am I doing wrong?
Hmm...it won't show up in Hammer for some reason. I have my folder (mapsigns) in the materials folder with the vtf and the vmt. I changed the basetexture to mapsigns/sign_01 (sign_01 is my vtf name) so what am I doing wrong?

Quote from RectorRocks on August 23, 2013, 8:13 amOkay.
Step 1: Make your sign using Omnicoder's Sign Maker.
Step 2: Save it and open it in VTFEdit.
Step 3: In VTFEdit, save the file as a .vtf.
Step 4: Open Notepad, and type in:
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "directory/vtf_file_name"
"$surfaceprop" glass
"$selfillum" 1
"%noportal" 1
"%keywords" "portal2"
}Replace directory/vtf_file_name with your actual directory. For example, if my .vtf directory is in materials/RectorRocks/Testing for Fun/Test Chamber 01 Sign.vtf, then you should put it as "RectorRocks/Testing for Fun/Test Chamber 01 Sign" Remember to include quotation marks " " and not include ".vtf".
Step 5: Save the notepad file as a .vmt (after the name of the file, put in .vmt)
Step 6: Drag both the .vtf and .vmt in the folder.
Step 7: Open Hammer, go to the Texture Browser, filter by typing your sign name, select and voila.If you're still having difficulties...
qUb6fN_Bh64
Here is a tutorial to help youCheers!
Okay.
Step 1: Make your sign using Omnicoder's Sign Maker.
Step 2: Save it and open it in VTFEdit.
Step 3: In VTFEdit, save the file as a .vtf.
Step 4: Open Notepad, and type in:
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "directory/vtf_file_name"
"$surfaceprop" glass
"$selfillum" 1
"%noportal" 1
"%keywords" "portal2"
}
Replace directory/vtf_file_name with your actual directory. For example, if my .vtf directory is in materials/RectorRocks/Testing for Fun/Test Chamber 01 Sign.vtf, then you should put it as "RectorRocks/Testing for Fun/Test Chamber 01 Sign" Remember to include quotation marks " " and not include ".vtf".
Step 5: Save the notepad file as a .vmt (after the name of the file, put in .vmt)
Step 6: Drag both the .vtf and .vmt in the folder.
Step 7: Open Hammer, go to the Texture Browser, filter by typing your sign name, select and voila.
If you're still having difficulties...
qUb6fN_Bh64
Here is a tutorial to help you
Cheers!
Quote from Dafflewoctor on August 23, 2013, 2:27 pm
It didn't say anywhere to put .vmt at the end...thanks, it works now.
It didn't say anywhere to put .vmt at the end...thanks, it works now.