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Post by llvexxll on Jun 27, 2012 23:51:53 GMT
Argh sorry for so posting loads of questions but now I have another set of problem so I put them all together. 1.) I am able to locate the materials folder using GCF scape but I am not able to add my own .vtf/ .vmt files, how can I do this so that I can use the textures in hammer? 2.) I have been learning how to make animated textures but the rate at which the texture cycles through the frames seems to be quite slow by default. Is there a way I can speed up the frames? 3.) Is there a way I can make them only play once? 4.) Is it possible to have an animated decal or overlay? 5.) When making transparent textures, I would be using photoshop, using the vtf plugin. Do I just save an image as a vtf, or do I have to do something else to add alpha channels cause I have had to do something weird like that in the past to import textures with transparency into different programs. 6.) I downloaded vmex and there is something wrong, when I hit decompile it doesn't do anything at all. I do not think this is because the creator made it so that you can't decompile the map, because I downloaded that street from 3kliksphilips chanel to test this and it wouldn't decompile that bsp either Thanks.
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Post by Zeph on Jun 28, 2012 10:13:08 GMT
1) To add your own textures, you use the custom game folders. You cannot (for obvious reason) add to the pak file. Here's a tutorial on folder setup for custom textures: www.youtube.com/watch?feature=iv&src_vid=8P41S72eR1Q&v=zIMJx9uh1yo&annotation_id=annotation_3125272) change the "animatedTextureFrameRate" to a higher value in the texture's VMT file. gamebanana.com/css/tuts/95441 = one frame per second. 25 = 25 frames per second ~ TV frame speed. 3) not sure on this one. But by the sounds of it, you may prefer this entity: (Check the "inputs"). developer.valvesoftware.com/wiki/Env_texturetoggle4) I don't see why not, just use the animated texture for the overlay. Generally, overlays are better than decals as they are static, unless you want to make the thing appear/disappear, then use a decal. 5) Try the good tutorial using VTFEdit. See 2). PNG is the bet format for the individual pictures, as it's loss-less and has transparency. 6) Some maps have anti-decompile stuff built in. There are a number of methods to lock the file so it cannot be decompiled, but you can always get around these methods. However, it's not encouraged, so i won't help you with this. PS - stop apologising! It's what this place is for! Plus we've not seen this much activity since Hebarb appeared
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Post by llvexxll on Jun 28, 2012 17:49:37 GMT
Thank you this is very useful.. Ok so I did an example of each type of texture and got it working in Hammer. I did however find that for some reason, where transparency is concerned, .PNGs don't work as expected. If you added transparency without creating an alpha chanel then they work but if you add transparency by creating an alpha chanel then you have to use .TARGA file (not complaining just thought I'd share my findings).
Gonna take a look at the input entity when I feel braver lol!
About decompiling as I said.. It's not even working to decompile maps that I KNOW haven't been protected against it, it won't decompile any map at all so there must be something wrong, I do have .net framework all up to date. The thing is, I'm looking for a model of a cannabis plant, I'm trying to extract it (I know this is really bad but I did ask the creator), I can't find anywhere else where you can search and download models that other people have made for counterstrike.
And lol well I'm glad to add some activity to the forums I guess I apoologize because of the bad reception I have recieved in the past in other mapping communities but the counterstrike and steam communities seem to be rather friendly in comparison.
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Post by Zeph on Jun 28, 2012 18:34:26 GMT
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Post by llvexxll on Jun 28, 2012 22:34:59 GMT
OMG this is awesome why didn't this come up when I searched! XD
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Post by llvexxll on Jun 28, 2012 23:10:08 GMT
damn, it's not working though
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