11-06-2008, 12:24 PM | #1 |
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Editing non-default textures
Yo
I was trying to edit the custom textures for ff_medieval_b2 that I acquired through GCFScape. I reconed I should put the textures in the folder materials/ff_medieval. But when I tried out my creations nothing had changed. Did I put them in the incorrect folder or did I do something else wrong? |
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11-06-2008, 03:56 PM | #2 | |
Nade Whore
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11-06-2008, 04:23 PM | #3 |
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This should apply to default and non-default. Not too familiar with bspzipped or PakRatted materials so i cant be sure.
Ok so I am going to try and explain this. I don't have a clue about ff_medieval, so i am going to use ff_Shutdown2 as an example. We are going to change the ground texture inside the center bunker with the ramps on SD2. picture The material names are Code:
ff_ground_pavement04.vtf ff_ground_pavement04.vmt Code:
C:\Program Files\Steam\SteamApps\SourceMods\FortressForever\materials\ff\ After you have made your custom texture and converted it to .vtf , place it in ( as an EXAMPLE ) Code:
C:\Program Files\Steam\SteamApps\SourceMods\FortressForever\materials\ Original Code:
"LightmappedGeneric" { "%keywords" "FF" "$basetexture" "ff\ff_ground_pavement04" "$surfaceprop" "concrete" "$bumpmap" "ff\ff_ground_pavement04_normal" "$envmap" "env_cubemap" "$normalmapalphaenvmapmask" 1 } Modified Code:
"LightmappedGeneric" { "%keywords" "FF" "$basetexture" "MYCUSTOMTEXTURE" "$surfaceprop" "concrete" //"$bumpmap" "ff\ff_ground_pavement04_normal" //"$envmap" "env_cubemap" //"$normalmapalphaenvmapmask" 1 } You DONT have to use your materials folder, you could create a custom folder or just put it in with the originals. The way im showing you, you dont have to make a backup of the original texture, because your not editing it. It might not hurt to make a backup of the .vmt though Last edited by PartialSchism; 11-06-2008 at 04:30 PM. |
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11-06-2008, 05:20 PM | #4 |
Nade Whore
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Pic of the change?
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11-06-2008, 06:59 PM | #6 |
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Well, the funny thing is that the .vmts pointed to materials/ff_medieval. That's why I thought that would be the correct folder. I can try to alter it though and see what happens.
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11-06-2008, 07:13 PM | #7 |
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Ok I just tried to edit a texture from ff_medieval. Im having the same problem your having. I would have to say that it is reading the .vmt from a texture file zipped into the .bsp first, so its not allowing you to change it.
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11-06-2008, 08:00 PM | #8 |
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So I did some testing.
If you extract all the files from the .bsp with pakrat, then delete them from the .bsp, this will force it to look to your files. BUT. I havent tested online so the .bsp may differ from the servers, causing a bit of a playing problem. So yea. Hopefully it doesnt make it differ, if you go that route. |
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11-06-2008, 09:19 PM | #9 |
Nade Whore
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Maybe you have to include a res file?
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11-06-2008, 09:21 PM | #10 | |
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Oh, man... More armor for the win, yeah? |
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11-06-2008, 09:42 PM | #11 | |
Nade Whore
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11-06-2008, 10:25 PM | #12 | |
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Correct me if I am wrong. but, .res files are used to define the files you download from the server? >.> |
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11-10-2008, 12:14 PM | #13 |
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OK, if you swap/delete the textures that are stored in the .bsp it will not work on a public server since your version of the .bsp will indeed differ from the server's. I guess this rules out the possibility to customize textures that are stored in the .bsp.
Edit: On the other hand you could store all textures in the .bsps. That would make the .vmt hack impossible (?) and cheaters would be left with VAC-unsafe wallhacks. |
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11-10-2008, 02:53 PM | #14 | |
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11-10-2008, 04:28 PM | #15 |
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Yeah, but like... The FF teams puts all their materials into the .bsp. Then at least it wouldn't work with their maps and then it's just up to each custom mapper.
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11-10-2008, 04:40 PM | #16 |
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RES file - tells the server what files to DL onto your computer
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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