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How to have a custom turret skin in your map

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Scathach wrote:
I'm so sorry, I probably look like an idiot but this is the first time I ever tried to modify something in a game. How can I validate a file?

Open the Portal 2 properties window in Steam, click Local Files and Verify Integrity of Game Cache.

Image

Okay, thank you. I followed all the steps until I came across with the line "Edit turrrt_casing.vtf/vmt to your heart's content. Here's what mine looks like:" How can I edit the color of the turret?

You'll need the program VTFEdit, which can turn VTF files into normal images which you can edit in GIMP or Photoshop or whatever. Download link http://nemesis.thewavelength.net/index.php?c=238#p238.

Then, after editing the image however you want, put it back into VTFEdit and it will turn back into a VTF file.

I look forwards to seeing whatever mods you make, Scathach! :)

Falsi sumus crusto!

How do I turn the vtf file into jpeg or how do I turn the jpeg file back to vtf, I tried a bunch of things but...

Scathach wrote:
How do I turn the vtf file into jpeg or how do I turn the jpeg file back to vtf, I tried a bunch of things but...

Using VTFEdit, Export the .VTF file to .jpeg.
To convert it back to VTF, save the .JPEG as a .VTF file in VTFEdit.

okay thanks,I did that and changed the color to sth reddish(it's below) just to try but it was white in the game

Ah. So did your hexed model work? As in, it showed up in the model viewer okay?

If it did, what did you name the model file?

Turn SmartEdit off in Hammer, and put that name into a field named "model". Then set the skin to "1 - Unused".

Falsi sumus crusto!

Hey guys,
Sorry to resurrect an old post, but I'm having some trouble.

I'm trying to make a custom door to have along side other doors in a map.
I need this door to be able to be triggered by the proximity of the player (I can easily do that with normal doors).

I've created all my own as this tutorial recommends and so far, I've got my model in the map and it looks great!!
However, it's just sitting there as a model and isn't acting as a door.
I was wondering if there is any way I can get it to copy the behavior of the standard door "prop_testchamber_door".

Any help would be greatly appreciated! Thanks guys!

Or is there a way to trigger a script which changes the model of a specific entity, as soon as the map loads?
i.e. once the map loads, it changes the model of door2 to a different model.

any ideas?
some guys explored a similar idea here: post76462.html#p76462

Just put a prop dynamic down, and tell it to play an animation and play an ambient generic.

My YouTube Channel: https://www.youtube.com/user/Camben24
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