Reacreating textures - SOLVED
Quote from Fracture on June 7, 2013, 2:39 amI got this issue where an overlay texture I was attempting to use as a normal texture for a func_brush was masking my portals completely. Like it was literally attempting to still overlay on top of something and it decided to overlay on top of the portals
I guess this is somehow programmed into it somehow, so i was wondering if it is possible to take this texture and recreate it so it functions like a normal wall brush. If so, how can I do that?
I got this issue where an overlay texture I was attempting to use as a normal texture for a func_brush was masking my portals completely. Like it was literally attempting to still overlay on top of something and it decided to overlay on top of the portals
I guess this is somehow programmed into it somehow, so i was wondering if it is possible to take this texture and recreate it so it functions like a normal wall brush. If so, how can I do that?

Quote from Gemarakup on June 7, 2013, 3:30 amYou can copy a vmt from a white texture and save it as a new name or make one manually. Make it and direct it to the right vtf. You need Lightmapped generic instead of unlit.
You can copy a vmt from a white texture and save it as a new name or make one manually. Make it and direct it to the right vtf. You need Lightmapped generic instead of unlit.

Quote from josepezdj on June 7, 2013, 4:25 amyishbarr wrote:You need Lightmapped generic instead of unlit.Wrong... this has nothing to do with the shader you use. An overlay uses to have 2 main important properties into its material file that actually make it an overlay:
$decal 1
$translucent 1Just removing those you'll be able to have an ordinary texture instead of the overlay.
@Fracture: from your picture, I think you are using "brick_block" overlay, right? Well, this is how its material file (brick_block.VMT) looks like:
- Code: Select all
LightMappedGeneric
{
$basetexture "overlays/brick_block"
$surfaceprop default
$decal 1
$translucent 1
"%keywords" "portal2 underground"
}As I said, just remove those 2 lines above to have an ordinary texture. Also change its name so you can distringuish the overlay from the new one...
I'm attaching the texture modified for you, just both files into a folder called "overlays" into your portal 2/portal2/materials folder.
(Note that I renamed them to 'brick_block_nodecal' so you can differentiate them)
That said, I'm not sure if this will actually help you out with what you are attampting to do
Wrong... this has nothing to do with the shader you use. An overlay uses to have 2 main important properties into its material file that actually make it an overlay:
$decal 1
$translucent 1
Just removing those you'll be able to have an ordinary texture instead of the overlay.
@Fracture: from your picture, I think you are using "brick_block" overlay, right? Well, this is how its material file (brick_block.VMT) looks like:
- Code: Select all
LightMappedGeneric
{
$basetexture "overlays/brick_block"
$surfaceprop default
$decal 1
$translucent 1
"%keywords" "portal2 underground"
}
As I said, just remove those 2 lines above to have an ordinary texture. Also change its name so you can distringuish the overlay from the new one...
I'm attaching the texture modified for you, just both files into a folder called "overlays" into your portal 2/portal2/materials folder.
(Note that I renamed them to 'brick_block_nodecal' so you can differentiate them)
That said, I'm not sure if this will actually help you out with what you are attampting to do
Quote from Fracture on June 7, 2013, 3:05 pmApparently the transparency was causing the problem. But now it looks like this. I guess resize the area and I can place the original bricks decals surrounding the func_brush so it looks better. Yeah, this will work out fine
thanks for the help
Apparently the transparency was causing the problem. But now it looks like this. I guess resize the area and I can place the original bricks decals surrounding the func_brush so it looks better. Yeah, this will work out fine
thanks for the help
Quote from Lpfreaky90 on June 7, 2013, 8:09 pmI would just grab the base texture; the overlay; load them into gimp; overlap them; collapse it to one texture and make it portalable...
I would just grab the base texture; the overlay; load them into gimp; overlap them; collapse it to one texture and make it portalable...

Quote from ChickenMobile on June 7, 2013, 10:06 pmLpfreaky90 wrote:I would just grab the base texture; the overlay; load them into gimp; overlap them; collapse it to one texture and make it portalable...Silly logic is silly
Put nodraw_portable 1 unit over the overlay.
Silly logic is silly
Put nodraw_portable 1 unit over the overlay.
Quote from Lpfreaky90 on June 8, 2013, 4:12 amChickenMobile wrote:Lpfreaky90 wrote:I would just grab the base texture; the overlay; load them into gimp; overlap them; collapse it to one texture and make it portalable...Silly logic is silly
Put nodraw_portable 1 unit over the overlay.
yeah; that was my first suggestion too in a previous thread with the same texture, but apparently it didn't work for him, as discussed over here: http://forums.thinking.withportals.com/mapping-help/portable-brick-wall-and-then-smashing-that-brick-wall-t8241.html so yeah... if that still messes up; give this a go. I'd say
Silly logic is silly
Put nodraw_portable 1 unit over the overlay.
yeah; that was my first suggestion too in a previous thread with the same texture, but apparently it didn't work for him, as discussed over here: http://forums.thinking.withportals.com/mapping-help/portable-brick-wall-and-then-smashing-that-brick-wall-t8241.html so yeah... if that still messes up; give this a go. I'd say
Quote from Fracture on June 8, 2013, 2:09 pmyeah, this problem is solved with the additional texture variant.
yeah, this problem is solved with the additional texture variant.