My custom textures that I create via VTFedit and import into Hammer come out with a purple-looking tile artifact along their edges. Not only this, but they are not true to their original color and host a tint.
Right now, for the sake of simplicity, I'm trying to create a monochrome, solid gray, texture. It looks like this: https://imgur.com/a/dYY2EvF
It started off as a .png, and it has the dimensions of 1024x1024.
I'll show you everything I did before showing the issue.
These are the VTFedit settings I create the .vtf file with: https://imgur.com/a/ltMuqpy
Here you can see the name of my .vtf and .vmt files as well as the directory path: https://imgur.com/a/N4lnnEO
The .vmt code is as follows:
"Lightmappedgeneric"
{
"$basetexture" "custom_mats/CustomGray"
"$surfaceprop" "brick"
}
This is the result I see in Hammer: https://imgur.com/a/6HOxdfi
And this is the result I see in game (exactly the same): https://imgur.com/a/rDSSKFM
As you can see there are purple-tiled artifacts that appear around each instance of the texture as it is tiled.
When I get close to the textures in game and in the Hammer viewer, the purple lines vanish.
Additionally, you can see that the color of the texture is all wrong. It has come out with a greenish hue.
I have tried importing the .png into VTFedit with the Normal Format settings at RGB888, because sources online say this ensures true RGB values, but this doesn't work.
Hammer shows the correct color in the texture viewer and in the face edit sheet, so it knows what it's supposed to look like, but somewhere between there and implementation it gets distorted. An example of this and the contrast between the correct and distorted colors is seen here: https://imgur.com/a/QfWDBbT
For the purple-tiled issue: Because it is a monochromatic texture, I know I can select "fit" in the face edit sheet and this mostly solves it because the texture is no longer tiled, but this doesn't fix the green discoloration, and more importantly this is not a solution for my future textures that exhibit this problem which need to retain their size.
I found this forum https://www.reddit.com/r/csmapmakers/comments/6ubi9f/issue_with_custom_textures/ where someone was having a similar problem and TopHatWaffle answered, saying it can be solved by using different compression methods or by changing filtering modes in VTFedit. But he didn't actually elaborate on what he meant by this or how to do it. (Which program is creating the compression issue? The program that originally exported the .png? VTFedit? Hammer? And what are filtering modes in VTFedit? How do I change it? What do I change it to?) He also suggested that since it is monochromatic, you could solve the problem in the .vmt file and he provides links which are supposed to show you how. However, these go to pages which require log in info, with no resources on how to get said info or make your own account, which is very odd.
Speaking of odd, I found that if I delete the source files from my materials folder in my steam directory, the problem is solved in the Hammer viewer instead of displaying the purple/black checkers! https://imgur.com/a/5pFCtX9
Of course this isn't an actual solution as the media is offline and shows checkers in game, but it gave me a little more insight into the problem, that maybe it was something wrong with how Hammer is reading the texture?
Then again, based on other sources I've read I am assuming the issue stems from settings within VTFedit, but I have looked all over for answers as to what settings are proper and all sources refer to what I have already tried.
Thanks for reading, and any help would be greatly appreciated.
