Hammer Sort Of Missing Textures
EDIT2: How is there FOUR copies of this?
"materials/metal/black_metal_floor_001a.vmt"
||LightMappedGeneric
{
$basetexture "metal/black_floor_metal_001a"
$bumpmap "metal/black_floor_tile_001c_height-ssbump"
$ssbump 1
$reflectivity "[ 0.6 0.6 0.6 ]"
$envmap "metal/black_wall_envmap_002a"
hdr
{
$envmap "metal/black_wall_envmap_002a_hdr"
}
$envmaplightscale 0.6
$normalmapalphaenvmapmask 1
$envmapcontrast 1.0
$envmapsaturation 0.2
$envmaptint 0.3 0.3 0.3
"%noportal" 1
$detail "detail/detail_blackfloor"
$detailscale 4.2
$detailblendfactor .6
$detailblendmode 7
"%keywords" "portal2 noportal chamber"
}||
"materials/lightofday/{SPOILER}/{SPOILER}.vmt"
||LightMappedGeneric
{
$basetexture lightofday/{SPOILER}/{SPOILER}.vtf
$surfaceprop glass
$selfillum 1
$frame 0
"%noportal" 1
"%keywords" "testsign chamber [SPOILER]"
Proxies
{
ToggleTexture
{
toggleTextureVar $basetexture
toggleTextureFrameNumVar $frame
toggleShouldWrap 0
}
}
}||
Notice the difference? Well I didn't.
Sorry for cluttering the forums. If I knew what happened I would say I won't do it again, but I'm afraid I'm not quite sure what happened. Thanks for you support.
Not even your final conclusions do lead to any understanding of the problem or the solution for it
I'm not sure if you wanted to make a custom texture toogleable, like the indicator lights, or a lightboard custom texture, and that stock texture for the typical P2's black floor has nothing to do with any of those...
Can you please explain all of this clearly in order to let ppl that reads it understand it before posting any tutorial here? thanks!
The tutorial will be more of a "here's how to make everything look like the original signs" then a ground-breaking revelation. I will link to it from here if anyone's interested.