Decompiling textures and sounds

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Tigger
100 Posts
Posted Jan 28, 2008
I'm looking to get access to some resources. Namely the textures for signs in Portal, and the list of sounds and soundscapes used in Portal.

I've looked around for the soundscape*.txt file that lists the sounds and I don't have it on my system. Is there a step I need to execute to get the text file generated? Am I looking in the wrong place?

Also I haven't found the materials or the textures for signs. I'm guessing they're compiled into a larger file. Where is that file and how do I take apart that file for its resources? Or what else do I have to do? I have a strong desire to make some new sign materials and would like access to the original material.

Sorry if this has been answered elsewhere. I didn't find it. And thanks in advance.

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Tigger
100 Posts
Posted Jan 28, 2008
Replied 26 minutes later
Also... how do I find out which textures/materials have multiple visual states?
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Interitus
145 Posts
Posted Jan 29, 2008
Replied 19 minutes later
Loaded post!

From what I can tell, the signs are a model and I have no clue how they're done. BUT, Syon made a PSD of the signage here -> dload.php?action=file&file_id=135
I've got it in my map as a static image, and it looks pretty good.

The list of soundscapes is in one of the gcf files (probably portal content), I forget which one, and I forget where. But the list of hl2 soundscapes is on the valve wiki, the portal list wasnt on there last i checked.

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Tigger
100 Posts
Posted Jan 29, 2008
Replied 37 minutes later
I'm pretty sure the signs have to be materials or textures otherwise they couldn't be used as overlays.

And how do I get the list of soundscapes from a GCF file?

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NocturnalGhost
200 Posts
Posted Jan 29, 2008
Replied 14 minutes later
You need GCFScape to view or extract from GCFs.
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NykO18
183 Posts
Posted Jan 29, 2008
Replied 4 hours later
The strange thing with these sign textures are that they don't seem to exist..
When we use the material_modify_control to change its texture, we change this one : models/props_animsigns/signage_num0X_frame
And this texture does not exist in any of the GCFs...

I think I has something to do with the model itself. The model seems to be using the texture materials/models/props_animsigns/awe_total.vtf to build its own texture. Then, it is impossible to reskin the model to have your own sign and it is impossible to export that texture and modify it... So yeah, use a custom-made one.

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Interitus
145 Posts
Posted Jan 29, 2008
Replied 3 hours later

Tigger wrote:
I'm pretty sure the signs have to be materials or textures otherwise they couldn't be used as overlays.

Ohhhh... are you talking about about just the little signs that appear within the game in various spots? like the ones above the doors? If so, then yeah those are all just regular textures. They'll all be within the gfc as well, named what they are in the hammer texture browser.

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NykO18
183 Posts
Posted Jan 29, 2008
Replied 29 minutes later
Ooh, Ok.
Then yes, they're in the portal content.gcf at root\portal\materials\signage.
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Tigger
100 Posts
Posted Jan 30, 2008
Replied 15 hours later

Interitus wrote:
Ohhhh... are you talking about about just the little signs that appear within the game in various spots? like the ones above the doors?

Yes. That's what I'm looking for.

Ok, got GCFScape installed (after having to install .NET 2.0. shudder). That's working and I can see the assets. Thanks.

Now that I can extract the individual VTFs how do I decode one and get its TGA? I have IrfanView, but the Valve plugin only reads about half the VTFs. And I don't have Photoshop easily available.

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Nacimota
345 Posts
Posted Jan 30, 2008
Replied 21 minutes later

Tigger wrote:
shudder

...?

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Tigger
100 Posts
Posted Jan 30, 2008
Replied 13 minutes later

Quote:
shudder

I dislike .NET from personal and professional experience.

I did find VTF2TGA but it seems to dislike the same textures IrfanView disliked. I'm guessing Valve expanded their VTF format since they were written.

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Tigger
100 Posts
Posted Jan 30, 2008
Replied 12 minutes later
Ah, I've figured out VTFEdit will allow you to Export (not save) an image in a vtf into a tga.

Now I just need to figure out how to manage multiframe textures.

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msleeper
4,095 Posts
Member
Posted Jan 30, 2008
Replied 1 hour later

Tigger wrote:
Now I just need to figure out how to manage multiframe textures.

Importing or exporting? And from what source, like one of the Indicator strips?

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NykO18
183 Posts
Posted Jan 30, 2008
Replied 4 minutes later

Tigger wrote:
Now I just need to figure out how to manage multiframe textures.

VTFEdit does it.
Just import several files at a time if you want to create one.
And if you want to modify an existing one, there's a slider on the left menu allowing you to switch between frames.

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Nacimota
345 Posts
Posted Jan 30, 2008
Replied 34 minutes later

Tigger wrote:
Quote:

shudder

I dislike .NET from personal and professional experience...

ROLLMYEYEYS

cough

.>