FACTORY DEFAULTS EVERYWHERE

Avatar
Fracture
797 Posts
Posted May 05, 2013
Okay, long story short; My computer died. Some things were backed up on external flash drives, others however were lost for eternity. Bought a new computer, been jacking it up with software for days.

To the Point; I got a few issues that plague me currently. The keyboard controls for hammer have been changed to what i guess was their defaults. I have no idea how the hell I changed them in the first place. I need someone to tell me how to get my quick-key functions back like shift+left=copypasta

Second problem. Lost a ton of custom content. If I can't figure out where I got it before in the next hour, I'm coming back asking you guys for that too.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Burnout6010
28 Posts
Posted May 05, 2013
Replied 3 hours later
Is there even a way to change the keyboard controls ?
I just checked my computer's registry, I doubt you can do anything from there.
I didn't find anything in my Steam folders too :/
Avatar
Idolon
417 Posts
Posted May 05, 2013
Replied 4 hours later
Check Tools > Options. It should contain a whole bunch of settings like draw distances, using arrow keys to nudge things, dot grids, etc.
Avatar
Fracture
797 Posts
Posted May 05, 2013
Replied 5 hours later
Found it, thanks

also managed to find just about everything for custom content too, except fully functional moving water textures for func_water_analog. I had this one texture but it was totally unrealistic. Any suggestions on that?

Avatar
FelixGriffin
2,680 Posts
Posted May 05, 2013
Replied 2 hours later
The hazard_liquid from Portal doesn't use real-time reflection so it can be used for that. I think there's also a clean texture in the Source SDK base.
Avatar
Fracture
797 Posts
Posted May 06, 2013
Replied 8 hours later
which file is that? can you upload it?
Avatar
Fracture
797 Posts
Posted May 07, 2013
Replied 1 day later
please? (oops, doublepost. meant to click edit)
Avatar
BlackWolfe
55 Posts
Posted May 08, 2013
Replied 6 hours later

Fracture wrote:
please? (oops, doublepost. meant to click edit)

You can merge doubleposts easily enough. Edit the first post, paste the contents of the second post in, then edit the second post and checkmark the "DELETE" box at the top of the edit page.

Avatar
FelixGriffin
2,680 Posts
Posted May 08, 2013
Replied 5 hours later
Um...sure, but it's just in your Portal GCF file.
Avatar
Fracture
797 Posts
Posted May 08, 2013
Replied 4 hours later
i know nothing of these GCF files.

I realise now i only have authoring tools and not the sdk

Avatar
josepezdj
2,386 Posts
Posted May 08, 2013
Replied 3 hours later

Fracture wrote:
i know nothing of these GCF files.
I realise now i only have authoring tools and not the sdk

Fracture, just go to your Steam/SteamApps/ folder and you'll find all pack files (.VPK) you have in your computer related to your Valve games. You can open them with GCFScape and even extract the materials to reuse / edit them.

I've been checking out all HL/HL2 water materials (I also checked "hazard_liguid" from Portal but it's too ugly), and I've found a really interesting material into source materials.gcf called "water_dx70_beneath.vmt" that makes use of an animated texture with 28 frames, and make them go changing with material proxies. Due to the fact that its look was like this:

img
I decided to extract all those 28 frames, then retint them (turquoise shade like), apply an aplha mask, save them as .tga and them import them all with VTFEdit again. The result is nice:

img
Attached you have all you need for the func_water_analog entity; there are 4 files:


  • josepezdj_water_analog.vmt* = this is the above material and the one you should use on your top of your func_water_analog brush

- jose_turquoise_water_animated.vtf = the animated texture with the 28 frames in turquoise colour.

- water_movingplane_beneath.vmt = [taken from HL2] it's the bottommaterial

- water_moving_beneath.vtf = [taken from HL2] it's the bottom texture

(you don't really need any bottom materials even though a warning yellow message appears in the compile because the above material has the parameter $nocull 1 in and you can see the back of the above material from underneath the water)

Remember to place these 4 textures into portal 2/portal2/materials/josepezdj/water/ ......OR change all paths inside the .vmt files :wink:

Let me know if you can make it to work and if you like it... and/or post an in-game picture! :biggrin:

Attachments
jose_moving_water_files.7z
1.68 MB 62 downloads
Avatar
FelixGriffin
2,680 Posts
Posted May 08, 2013
Replied 46 minutes later
Nice, I'll definitely be using that!
Avatar
Fracture
797 Posts
Posted May 08, 2013
Replied 2 hours later
aint got nothing in that folder but 2 .acf files

Whatever file your speaking of came from something i never downloaded. But seeing as how I finally got around to fixing my paypal account, i guess i can actually buy the first portal and both half lives and get all the other materials.

Also, another bug popped up from out of nowhere, I have a func_tracktrain that looks like it is having a seizure for no evidential reason. There is nothing even blocking it and its flagged as passable and unblockable

Avatar
FelixGriffin
2,680 Posts
Posted May 08, 2013
Replied 2 hours later
Did you aim a tracknode at itself or use an OnPass to send it back?

And downloading TF2 for free gets you the shared resources.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Fracture
797 Posts
Posted May 09, 2013
Replied 2 hours later
fixed it, by replacing it with older version