PAKRAT seems to work for Portal 2!
Quote from mcdaniels on May 22, 2011, 8:09 amJust tested it with a standard texture and its material file, which I both renamed directly in alien swarm/swarm/materials/lights/ in order to test PAKRAT and see, if this standard but renamed texture appears in my map. (I also changed the material file?s text content: the line $basetexture "Lights/<light_orange001>" into "Lights/<light_orange003.vtf>", a texture, that doesnt exist in portal 2?s standard content).
In HAMMER I covered some faces with this light_orange003-texture, which I could of course select in the texture application and see it in Hammer (because it?s in the materials-folder, which HAMMER refers to). Then I compiled the map containing some light_orange003-infos. If I started the map now, portal2 would never find this light_orange003-texture, because, as I said, it?s no standard-texture and I would of course see only the pink/black-texture showing that the texture files are missing.
So I had to start PACKRAT and pack in my two renamed files, which portal2 would search for when the map loads. I did this over the "add"-button, then browsed my way through alien swarm/swarm/materials/lights/ and selected light_orange003.vtf and light_orange003.vmt. After confirming the dialogue that appeared (sth. about FIX PATH...) these two files were embedded into the Map. I saved the new .bsp to where I wanted it, copied it into the portal2?s map directory and then started the map... and voila, the light_orange003-texture was visible in my map! It looked exactly the same like light_orange001, of course. This proofed that packrat was doing a good job!Ps.: My own texture still isnt working, havent figured out yet, what Im doing wrong. I followed a very detailed desription on the internet. I saved my texture as tga, once with 32bits, another time with 16bits, but made no difference. doesnt show up the right way...when I converted the tga into the valve format .vtf with VTFEDIT, there were many possible things that could be set referring to mipmaps, resolution and stuff, but I left it all as it was, because the tutorial said I could do so! dunno what to do...HELP!!
Just tested it with a standard texture and its material file, which I both renamed directly in alien swarm/swarm/materials/lights/ in order to test PAKRAT and see, if this standard but renamed texture appears in my map. (I also changed the material file?s text content: the line $basetexture "Lights/<light_orange001>" into "Lights/<light_orange003.vtf>", a texture, that doesnt exist in portal 2?s standard content).
In HAMMER I covered some faces with this light_orange003-texture, which I could of course select in the texture application and see it in Hammer (because it?s in the materials-folder, which HAMMER refers to). Then I compiled the map containing some light_orange003-infos. If I started the map now, portal2 would never find this light_orange003-texture, because, as I said, it?s no standard-texture and I would of course see only the pink/black-texture showing that the texture files are missing.
So I had to start PACKRAT and pack in my two renamed files, which portal2 would search for when the map loads. I did this over the "add"-button, then browsed my way through alien swarm/swarm/materials/lights/ and selected light_orange003.vtf and light_orange003.vmt. After confirming the dialogue that appeared (sth. about FIX PATH...) these two files were embedded into the Map. I saved the new .bsp to where I wanted it, copied it into the portal2?s map directory and then started the map... and voila, the light_orange003-texture was visible in my map! It looked exactly the same like light_orange001, of course. This proofed that packrat was doing a good job!
Ps.: My own texture still isnt working, havent figured out yet, what Im doing wrong. I followed a very detailed desription on the internet. I saved my texture as tga, once with 32bits, another time with 16bits, but made no difference. doesnt show up the right way...when I converted the tga into the valve format .vtf with VTFEDIT, there were many possible things that could be set referring to mipmaps, resolution and stuff, but I left it all as it was, because the tutorial said I could do so! dunno what to do...HELP!!
Quote from ChickenMobile on May 22, 2011, 8:11 amI knew this worked and I posted this on another thread before.
Long text is long :S
I knew this worked and I posted this on another thread before.
Long text is long :S
Quote from mcdaniels on May 22, 2011, 7:52 pmI solved the problem. i took an original texture and converted into .tga, opened in photoshop, made my own texture, saved it normally so the prog wouldnt ask what format, compression and so on. then converted back into .vtf, made a .vmt file. then started hammer and covered some faces eith my custom texture. afterwards i compiled, started PACKRAT and embedded the the files into the .bsp. then i saved the map. might be important to overwrite the input .bsp...anyway, exactly this way i made it work
cheers
I solved the problem. i took an original texture and converted into .tga, opened in photoshop, made my own texture, saved it normally so the prog wouldnt ask what format, compression and so on. then converted back into .vtf, made a .vmt file. then started hammer and covered some faces eith my custom texture. afterwards i compiled, started PACKRAT and embedded the the files into the .bsp. then i saved the map. might be important to overwrite the input .bsp...anyway, exactly this way i made it work
cheers

