create/convert materies/textures into hammer

Avatar
psychomuffin
4 Posts
Posted Nov 16, 2007
Is there any way to add more (lots) of textures/materials into the hammer texture gallery? What would make me really happy is if I can get the textures already in AutoCAD or SketchUp into the program.

I'm an Architecture major and I'm exploring hammer and Portal (no gun in this case) as a means to render projects. All we're learning are static renderings or recorded fly throughs. I want an interactive digital model, but for the most part the textures in hammer are all beat-up looking. I'm just looking for many materials (new-looking) that could be good for rendering detailed buildings.

Thanks!

Advertisement
Registered users don't see ads! Register now!
Avatar
espen180
307 Posts
Posted Nov 16, 2007
Replied 14 minutes later
You need to convert your images to .vtf files using the sdk, then write a .vmt script file containing basic information on how the texture will be rendered.

Check the articles on developer.valvesoftware.com

Avatar
youme
937 Posts
Posted Nov 16, 2007
Replied 8 minutes later
You need to make the textures as a .VTF and acomany it with a .VMT which is just a text file telling hammer and the game the relevent ino about the texture, wether it is metal glass... or where it's normal map file is.

to make the .VTF you can use the Nvidia photshop plug in or VTEX, which I think is in the bin folder of the sdkcontent, if memory serves

The .VMT is, as I said, just a text file with a new extention.

Once you've made the files you need to put them in right sdk content folder and also in the right game folder.

http://www.snarkpit.net/editing.php?pag ... HL2id=121 This goes through the process and its reasonably clear.

I've seen architecture things done with HL2 before, search youtube.

&&&

Avatar
Artesia
238 Posts
Posted Nov 16, 2007
Replied 1 hour later
if you're wanting to do renderings of flythroughs and such, I would recommend an animation program. with hammer you're limited to poly limits, have very limited lighting techniques, and the shaders are incredibly difficult to edit compared to other programs like 3dsmax or maya. 3dsmax even has its own Architecture shaders and materials designed just for this purpose.
Avatar
Rivid31
152 Posts
Posted Nov 16, 2007
Replied 23 minutes later
However, 3dsmax cost several hundred dollars, while hammer is free

Blender might be a viable option though...

Avatar
Artesia
238 Posts
Posted Nov 16, 2007
Replied 1 hour later
well, if making an a product for a client, you want to be taken seriously
and if you're a student you can get a educational version of 3dsmax from anywhere from $150 to $600 depending where you buy.
Avatar
Hober
1,180 Posts
Posted Nov 16, 2007
Replied 2 hours later

Artesia wrote:
if you're wanting to do renderings of flythroughs and such ...

psychomuffin wrote:
All we're learning are static renderings or recorded fly throughs. I want an interactive digital model, but for the most part the textures in hammer are all beat-up looking.

Avatar
Artesia
238 Posts
Posted Nov 16, 2007
Replied 12 minutes later
ive seen some really interesting things done in quicktime by doing spherical renderings...

upside you'd be able to walk around and look in every direction

downside would be you'd be forced to use a movement method similair to myst, click to move

if you've played myst: exile thats what they used

its not as interactive as a game, but allows for far greater detail and image control.

I haven't done this myself but ive seen it done, just thought I'd give you ideas

Avatar
youme
937 Posts
Posted Nov 16, 2007
Replied 17 minutes later

Artesia wrote:
if you've played myst: exile thats what they used

doing a myst style game now would be totaly pointless. when they made myst they made their high res 3d model and then took pictures at each point so that when you played it on your own pc it would run at a decent speed. but computers are so much more powerfull now doing something like that makes it worse not better.
And for architecture you want something you can move around properly.

Two architecture class progects on youtube:
An experimental house -

http://www.youtube.com/watch?v=21KOGmZtNu8

And by far the better of the two -

http://www.youtube.com/watch?v=I3KdPDQjmvg

Avatar
Artesia
238 Posts
Posted Nov 16, 2007
Replied 1 hour later

I wasn't talking about a game

I'm talking about architectural representations. If I were to be commisioned to do one for a client, there are several options I would consider. 1) animated CG model 2) tabletop model 3) hi-resolution 3d spherical imagery (like what they used in exile) and finally 4) using a game engine

I put them in that order for the following reasons:

Clients would likely want something as close to the real thing as possible, an Animated CG model in a program like 3dsmax XSI or maya provide the most realistic lighting, and aren't limited to polylimits during presentation. In order to have realistic lighting and specular highlights on objects, even sharp edges need to be beveled, even if very slightly, this allows the specular highlight to appear on the surface normals of the bevel. This effect is very hard to do in a game engine, sharp corners in games often look like sharp corners.

If a 3d app were not available, I would likely look to real-world modelmaking. Its something physical something you can touch, also its a standard in the industry.

number 3 and 4 are not to my knowlege really standard for companies to use. Number 3 allows the benefits of number 1, but gives a dimension of interaction that may be useful.

I would be really careful using number 4, the sameway I wouldn't use Poser for a project. I wouldn't want to have to tell a professional client I made their building in a video game. But mainly, the limit of size and scale that comes with a game engine. It's too taxing to put the detail into small objects to make them look more than a game object. This would lead to low framerates for large buildings to show proper detail to the client.

Now there are only a few reasons I can see an architect student to use hammer for a project:

1) haven't learned 3dsmax, maya, or similair animation program in your studies yet.
2) game engines are approved by the instructor
3) assuming #2 is true, already having knowlege of hammer
4) #2 being true, desire to learn hammer to later make game levels

I'm not trying to flame or anything I'm actually just giving my advise from what ive seen in animation classes and the like. where animation is concerned the program known as "poser" isn't looked upon very well. My instructor actually told the class of an incident at a company he once worked at, where a collegue made a project storyboard using poser (rather than drawing), and was then fired, and other employers heard about this and he had a hard time. I'm not sure if this could happen here if you tried hammer professionally, but I woudn't try it unless its company standard.

If you haven't tried 3dsmax, you can get a trial version. Editing textures is infinitely easier than hammer. As far as interactivity, animated sequences can be programed together, so the user can click where to go, and the appropriate animation plays. Im not sure how to do that but ive seen someone do it.

heres some sites I looked up with great videos.

http://www.spine3d.com

http://www.midwestmodel.com

Avatar
psychomuffin
4 Posts
Posted Nov 17, 2007
Replied 18 hours later

youme wrote:

And by far the better of the two -
http://www.youtube.com/watch?v=I3KdPDQjmvg

This is what I was looking at doing. This gives me a very good feeling of the building, with the greatest interactivity. Very nice video, thank you! This video has pointed me in the direction I want to explore.

Theres a reason I want to explore this. I have 4 1/2 years until I'm out of school. So I have time to explore. This is an option I haven't explored yet. Drawings, physical models, and 3D modeling programs are well talked about already. Next, I'm not interested in what would be used in a company, and nowhere in my first post, did I talk about profession. Just about textures. If we are to talk about it, there are a lot of other points that can be brought up. I know many architecture firms that use programs as simple as SketchUp for thier renderings and design. In this case quality of the render is not as important as representation and exploration of the model. I introduced 3Dconnexion to an office, and now they use it for showing models to both clients and contractors. So theres a whole spectrum of things to use, and this is just one I want to explore and learn more about.

Thanks for the help everyone. I'll try those steps to convert the materials.

Avatar
Artesia
238 Posts
Posted Nov 17, 2007
Replied 14 minutes later
I would still recommend talking to instructors about this, it would be a shame to learn lots of hammer to just have a professor tell you no. As for what profession, I would recommend treating your studies like a job, just because you're not in the industry yet doesn't mean you shouldn't learn the tools they use. It sounds like a fun project, if your professor likes the idea of a game engine then great! But the buck stops there. After all, a school isn't going to teach you programs that wont be allowed later.

As for 3dconnexion... thats a device designed for drafting. Steam is a game engine designed for games, I don't really see the connection.

I personally would rather use a professional 3d app. You dont have to worry about leaks or entities. No hint brushes or area portals. Better control of lighting and textures. The only poly limit is based on how long you're willing to render...

I am just trying to give constructive advise, of course im an animator not an architect, I'd suggest talking with your professors about it, they should know more

Avatar
psychomuffin
4 Posts
Posted Nov 17, 2007
Replied 1 hour later
I'm doing this for my own interest, not for the school or instructor.

I find people can be very open to new ideas if there is a good use for them. I was saying that at my last job, despite how much hand-drafting we did, we used SketchUp and 3Dconnexion as presentation tools. This is neither drafting, physical models, nor animation, but it turned out to be great for for both contractors and clients to better understand our designs. I think hammer can be a good tool as well because of the navigation. The thing I don't like about animations is that one loses a lot of control. I find that during animation presentations, people are always asking 'what was that over there'? and then you have to say 'wait.. let me get back to that part of the movie.' and then proceed to fiddle with it and try to show them. I'm especially looking at portal because you start without any kind of HUD nor gun, leaving a 'clean' view. But I think that can be done in others as well.

Try loading Kasperg's cs_fallingliquid, I loved exploring that, and got way more out of it than the video, or other pictures of it that I have seen.

my own interest and interactivity are the driving points of my reason for using hammer. Thats all.

Does anyone else have anything to add to getting different textures in?

I am also wondering where I can get more entities as well. I don't even have plants, which my building is desperatly needing.

Thanks!

Advertisement
Registered users don't see ads! Register now!
Avatar
Artesia
238 Posts
Posted Nov 17, 2007
Replied 1 hour later
look for different models for foliage, use a prop_static...

thats cool its for personal interest. I see what you mean that they can walk around and look at their building, but that also takes time. Many people would rather see a well done 2-minute animation than walk around for half an hour. I can see where both can be useful tho. There are model viewers that allow you to free rotate and walk around models, that might be more what you're thinking of since it wouldn't be as restrictive as a game. I'm sure you'll get to stuff like that in your classes, until then it can't hurt to make them in portal, especially if you plan on making some maps to share with the community

one thing I do not like about hammer, is how you can't edit materials, without extracting them, rewriting stuff, recompiling them, and them dumping them into a folder. It seems more like programing than art, and I think texturing is an art not a science. but if you're looking for some good textures, look into Total Textures they're really good, they have lots of architectural stuff and its royalty free. anyways, good luck