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Half life 2 episode 1 gmod textures3/29/2024 Stunstick now uses phong shading and has illumination mapping applied to the electrode-looking orange thingies. SLAM was upscaled and retextured, and its old environment map shaders were replaced with phong shaders. 357 now has a bump map and phong shaders which it lacked before, while the Shotgun had its phong brightness reduced. 357 Magnum, Crossbow and Shotgun have been upscaled and retextured using parts from vertthrasher and Juniez. A proper bump map was added to the AR2, while the SMG1's phong map was edited as it was based off a pre-release version of the texture. The AR2 and SMG1 have been retextured using a mix of AI upscaling and their higher resolution textures from the 2003 beta. RPG uses a higher resolution texture from the 2003 beta, along with a proper bump map and tweaked phong shading. The Bugbait, Crowbar, Frag Grenade, Gravity Guns and 9mm Pistol have higher resolution textures that were unused in the retail game. This avoids any troublesome model replacements and focuses solely on textures for the view and world models. This is something of a successor to my old Enhanced Weapon World Models, which I removed due to constant reports of issues with the model replacements. Not just a simple upscaling job, this uses a mixture of Valve's unused high resolution textures, AI upscaling and retexturing for the best possible results. For me, it was materials\sand.This addon (mildly) improves the textures of the Half-Life 2 weapons in Garry's Mod, keeping performance and the original art style in mind while bringing out a greater level of detail. vmt and double check the directory in there is correct. for me, those files were sand.vtf and sand.vmt. Open the materials folder and copy your texture into it. Make sure there are no typos in the name. There will most likely be no "materials" folder here. This folder is where a large proportion of important game files are, so be careful not to delete or alter anything unintentionally. From there, open "Steamapps" then your username, then "Half Life 2", then "hl2". This is usually in Program files\Steam (or in my case steam2, but that won't affect your directory). First, you have to have to find and open your steam folder. We are going to put our texture into Half Life 2, however, this method works for most source games. The game you are mounting and the Source engine type is displayed at the bottom of Source SDK. To access any custom textures in Hammer, they first need to be put in the game directory you are mounting. Step 7: Accessing Your Textures in Hammer and Your Source Game Different surfaces do different things, and some surfaces cause the texture to be shiny. ![]() This means that if you shoot and/or walk on this texture in game, it will play sounds of sand being shot or walked on. vmt says custom textures\texture name, then simply copy the folder to your games directory. To get around this, and use your textures in any source game, put all your textures into a folder called "custom textures" so the. vmt would be desktop\my custom textures\texture name which is incorrect. ![]() vtf to halflife2\hl2\materials, then it wouldn't work, because the directory in the. This is bad, because if you, for instance, saved it in a folder called "my custom textures" on your desktop, then when you moved the. For instance "$basetexture" "steamapps\steam name\halflife2\hl2\materials\sand" When made automatically by VTFEdit, it will also write the directory of where you saved it. This means the base texture of this texture file is "sand". It is incredibly basic, and pretty much the simplest. The following is an example of one (it is from the sand texture): Valve MAterial Files are vital for any texture to work.
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