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Old 11-06-2008, 12:24 PM   #1
Garland-W
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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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Old 11-06-2008, 03:56 PM   #2
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Quote:
Originally Posted by Garland-W
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?
The name of the folder, maybe?
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Old 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
They are found in
Code:
C:\Program Files\Steam\SteamApps\SourceMods\FortressForever\materials\ff\
Now we FORGET about the .vtf file

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\
And now for the easy part. Open the ff_ground_pavement.vmt
Original
Code:
"LightmappedGeneric"
{
"%keywords" "FF"
"$basetexture" "ff\ff_ground_pavement04"
"$surfaceprop" "concrete"
"$bumpmap" "ff\ff_ground_pavement04_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
}
Im going to point it to my texture and comment out the environment mapping and bump maps. ( you dont have to put .vtf @ the end of your texture name within the .vmt )

Modified
Code:
"LightmappedGeneric"
{
"%keywords" "FF"
"$basetexture" "MYCUSTOMTEXTURE"
"$surfaceprop" "concrete"
//"$bumpmap" "ff\ff_ground_pavement04_normal"
//"$envmap" "env_cubemap"
//"$normalmapalphaenvmapmask" 1
}
Save it and go check it out ingame.

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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Old 11-06-2008, 05:20 PM   #4
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Pic of the change?
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Old 11-06-2008, 05:54 PM   #5
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Original

Raped

( I have obviously changed more than the floor , but you asked for it )
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Old 11-06-2008, 06:59 PM   #6
Garland-W
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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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Old 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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Old 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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Old 11-06-2008, 09:19 PM   #9
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Maybe you have to include a res file?
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Old 11-06-2008, 09:21 PM   #10
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Quote:
Originally Posted by PartialSchism
Original

Raped

( I have obviously changed more than the floor , but you asked for it )
Ah fuck, I can't believe you've done this.
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Old 11-06-2008, 09:42 PM   #11
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Quote:
Originally Posted by CaLeB-
Favorited on youtube.
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Old 11-06-2008, 10:25 PM   #12
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Quote:
Originally Posted by KubeDawg
Maybe you have to include a res file?

Correct me if I am wrong. but,
.res files are used to define the files you download from the server? >.>
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Old 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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Old 11-10-2008, 02:53 PM   #14
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Quote:
Originally Posted by Garland-W
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.
I would suppose Adding textures to the .BSP would make it differ, just like Removing them would.
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Old 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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Old 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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