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Hindle
16
Years of Service
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Joined: 27th Oct 2008
Location: Sheffield
Posted: 27th Oct 2008 19:12
Hello everyone
Ive been lingering on here for a while now and finally decided to post something!

Ive been trying to work on my texturing and have re-textured most of the civilian models into zombie form, that was pretty simple. However I was going to try my hand at re-doing the texture on the L85A1, It is my favourate gun but I think the texture can be done better, but after I tried making a new texture I found that I was pretty useless at it. I re-did the cross hair of the SUSAT scope on it to replicate the real thing and took a picture of my airsoft L85 for the HUD so all thats left is the actual model. can anyone help me?

quote: Y3h loZ1n 4 teH w1n!!11one1!

wtf?
Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 27th Oct 2008 19:29
Yeah sure, let me help you, you may want to follow some tutorials here; http://st.burst.cc/ and here, http://www.fpsbanana.com/tutcats/5(note, some of them are made for VTM's, which is a format used in the source engine, otherwise known as the half-life2 engine.).
Good luck!


"Your greatest teacher is your harshest critic"-'Butterfingers'
Asteric
17
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Joined: 1st Jan 2008
Location: Geordie Land
Posted: 27th Oct 2008 19:30 Edited at: 27th Oct 2008 19:31
EDIT : nvm

Hindle
16
Years of Service
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Joined: 27th Oct 2008
Location: Sheffield
Posted: 27th Oct 2008 19:44
Thanks! just gotta get my hands on a copy of photoshop...

Ive never used the Gimp but I hear its pretty similar, do you think I could substitute photoshop for Gimp?

quote: Y3h loZ1n 4 teH w1n!!11one1!

wtf?
Aertic
17
Years of Service
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 27th Oct 2008 19:47
Also here are some tips aswell, look at skins and whatnot for Counter-strike source, and look at the texture's, look at them, very hard, dont worry a face wont popout, just look at them and look how there done, look at the detail on them and whatnot, see if there perfectly done, and whatnot. its a hard thing to do, but when you see it and identify there methods of skinning, it sure does prove helpful.

here are some good skins that you can look at; http://www.fpsbanana.com/skins/games/2?order=skins.rating&class=expert&release=allrels
Looking at other peoples work that has been highly rated can help you to identify some small bits where it slipped up and some small bits that are really good on the skin's.

anyway, good luck pal.


"Your greatest teacher is your harshest critic"-'Butterfingers'
heltor
17
Years of Service
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Joined: 3rd Oct 2007
Location: cyberspace
Posted: 27th Oct 2008 20:13
I like photoimpact x3 for making textures, it has many features of photoshop at a lot less the price.
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 27th Oct 2008 20:21
Matuka, .vtm isnt the texture format for Source, that's .vtf.

.vtm is the file that gives info to source about the texture, i.e. bullethole, cubemap etc...

djmaster
User Banned
Posted: 27th Oct 2008 21:01
aaagreen is a source encyclopedia lol,the easiest way is to make hud in paint,2nd option gimp,3rd option photoshop,paint shop pro ect.

Current FPSC Projects:
When Zombies Attack-10%
heltor
17
Years of Service
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Joined: 3rd Oct 2007
Location: cyberspace
Posted: 27th Oct 2008 22:30
only 2 clicks of the mouse for a hud with photoimpact, now that easy.lol
Aertic
17
Years of Service
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 28th Oct 2008 15:18 Edited at: 28th Oct 2008 15:19
Quote: "Matuka, .vtm isnt the texture format for Source, that's .vtf."

I know that, I said its a "format" used in the source engine, and not a "texture format", read properly next time.

Also the VTM format, otherwise known as "Valve Material Type" is a small piece of code compiled into a small type of notepad form to determine what type of maps the used texture should have and shaders and other rubbish.


A simple example;



This is a very basic shingle beach material.
1. The LightmappedGeneric shader is used, which means that the material is for use on surfaces with lightmaps - i.e. brushes.
2. The { character opens a set of parameters
3. The $basetexture parameter is given with coastshingle_01 (a texture). This is what will be drawn on the screen.
4. $surfaceprop gives the material the physical properties of gravel.
5. The } character closes a set of parameters

It's important to remember that this material can only be used on brushes. If it needed to be used on models, for instance, another version would need to be created using the VertexLitGeneric shader.

Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. But some params only work with certain shaders - for instance, Phong effects are only available with VertexLitGeneric. The good news is that you won't encounter any critical errors if a param isn't understood by the shader.


"Your greatest teacher is your harshest critic"-'Butterfingers'
Hindle
16
Years of Service
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Joined: 27th Oct 2008
Location: Sheffield
Posted: 28th Oct 2008 20:56
I was thinking of importing the texture from battlefield 2 and editing it to suite the texture map but I cant find it anywhere

thanks for all the help by the way - its greatly appreciated

quote: Y3h loZ1n 4 teH w1n!!11one1!

wtf?

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