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

Avatar
Villethemina
40 Posts
Posted Jun 17, 2012
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.

Advertisement
Registered users don’t see ads! Register now!
Avatar
RubyCarbuncIe
303 Posts
Posted Jun 17, 2012
Replied 34 minutes later
Pakrat. https://developer.valvesoftware.com/wiki/Pakrat It allows you to pack the textures and models into the .bsp file.
Avatar
Villethemina
40 Posts
Posted Jun 17, 2012
Replied 23 minutes later
Thanks! :thumbup: That was an easy solution.
Avatar
RubyCarbuncIe
303 Posts
Posted Jun 17, 2012
Replied 12 minutes later
No problem. I was glad to help. :smile:
Avatar
BierPizzaChips
41 Posts
Posted Jul 13, 2012
Replied 26 days later
Hi guys,

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

img
img

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?

Avatar
Skotty
671 Posts
Posted Jul 13, 2012
Replied 4 minutes later
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.

Avatar
FelixGriffin
2,680 Posts
Posted Jul 13, 2012
Replied 25 minutes later
Really? For me it shows the Missing Texture image.
Avatar
Sprowl
97 Posts
Posted Jul 13, 2012
Replied 18 minutes later
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.
Avatar
BierPizzaChips
41 Posts
Posted Jul 14, 2012
Replied 3 hours later
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?

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

Advertisement
Registered users don’t see ads! Register now!
Avatar
BierPizzaChips
41 Posts
Posted Jul 16, 2012
Replied 2 days later
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.

img