This is kind of a longshot but...
Quote from Kaleido on March 7, 2012, 6:58 pmDoes anyone have any nice custom 2D skyboxes for Portal 2 levels? The in-game selection is rather depressing (flat white, grey or black, good luck!) and I'd like a nice sharp blue with some cloud cover... I suppose I could decompile some from other source games but if anyone's already done the ground work I will love you forever!
I tried searching (here and on google) and couldn't find anything reasonable...
Does anyone have any nice custom 2D skyboxes for Portal 2 levels? The in-game selection is rather depressing (flat white, grey or black, good luck!) and I'd like a nice sharp blue with some cloud cover... I suppose I could decompile some from other source games but if anyone's already done the ground work I will love you forever!
I tried searching (here and on google) and couldn't find anything reasonable...
Quote from CamBen on March 7, 2012, 7:06 pmI have some custom ones, but they are not perfect.
I have some custom ones, but they are not perfect.
Aperture Science: We do our science asbestos we can!
Quote from Kaleido on March 7, 2012, 8:31 pmSo I thought I was smart and could figure it out myself, but I'm a total freakin' noob apparently.
I installed the Landscape folder in commonportal 2portal2
I tried to put in the filename into my map properties but it does not render. I even tried case-sensitive stuff since you have caps in your filenames... what am i doing wrong?
So I thought I was smart and could figure it out myself, but I'm a total freakin' noob apparently.
I installed the Landscape folder in commonportal 2portal2
I tried to put in the filename into my map properties but it does not render. I even tried case-sensitive stuff since you have caps in your filenames... what am i doing wrong?
Quote from ChickenMobile on March 7, 2012, 8:43 pmyou need to put these files into portal2/materials/skybox in order for these to work. THEN reference it it in map -> map properties inside the skybox texture name field.
you need to put these files into portal2/materials/skybox in order for these to work. THEN reference it it in map -> map properties inside the skybox texture name field.
Quote from Kaleido on March 7, 2012, 8:54 pmHm.. ok I did that and it still doesn't work... I must be stupid.
I made a new skybox folder in materials (it wasn't there.. can you tell I'm new to this? lol)
then i referenced the filename in properties and it still doesn't draw in. I even tried referencing Landscape/[filename] since the .vmts reference the Landscape folder but that didn't work either (i tried both having the files in just the skybox folder and adding the Landscape folder and referencing that)
Grah...
Hm.. ok I did that and it still doesn't work... I must be stupid.
I made a new skybox folder in materials (it wasn't there.. can you tell I'm new to this? lol)
then i referenced the filename in properties and it still doesn't draw in. I even tried referencing Landscape/[filename] since the .vmts reference the Landscape folder but that didn't work either (i tried both having the files in just the skybox folder and adding the Landscape folder and referencing that)
Grah...
Quote from chimera201 on March 8, 2012, 3:12 amtry mat_reloadallmaterials
[spoiler]like the sharingan[/spoiler]
try mat_reloadallmaterials
Maps made : [SP] PORTAL 2 : After Math
Steam ID : chimera201
Quote from josepezdj on March 8, 2012, 6:23 amHey Kaleido:
I think the problem could be located into the .vmt files:
1. All materials need to be compossed by 2 files: the .vtf (Valve Texture File) and the .vmt (Valve Material Type).
2. First you create the .vtf (the "visual" file, the drawing, the texture itself). Then you create the .vmt based in the .vtf. These .vmt can be created/modified simply with a notepad. They contain the path of the $basematerial (the corresponding path for the texture file:". vtf").
3. My guess is that you didn't change those vmt files and they all contain Camben's paths.... Just open them and set the correct path for the basematerials (path where you have placed the .vtf)
I hope I'm right and you solve it...
Hey Kaleido:
I think the problem could be located into the .vmt files:
1. All materials need to be compossed by 2 files: the .vtf (Valve Texture File) and the .vmt (Valve Material Type).
2. First you create the .vtf (the "visual" file, the drawing, the texture itself). Then you create the .vmt based in the .vtf. These .vmt can be created/modified simply with a notepad. They contain the path of the $basematerial (the corresponding path for the texture file:". vtf").
3. My guess is that you didn't change those vmt files and they all contain Camben's paths.... Just open them and set the correct path for the basematerials (path where you have placed the .vtf)
I hope I'm right and you solve it...
Quote from CamBen on March 8, 2012, 7:00 pmjosepezdj wrote:Hey Kaleido:I think the problem could be located into the .vmt files:
1. All materials need to be compossed by 2 files: the .vtf (Valve Texture File) and the .vmt (Valve Material Type).
2. First you create the .vtf (the "visual" file, the drawing, the texture itself). Then you create the .vmt based in the .vtf. These .vmt can be created/modified simply with a notepad. They contain the path of the $basematerial (the corresponding path for the texture file:". vtf").
3. My guess is that you didn't change those vmt files and they all contain Camben's paths.... Just open them and set the correct path for the basematerials (path where you have placed the .vtf)
I hope I'm right and you solve it...
now that I think about it, that would work. I made those textures to be inside the updates pak01_dir pack originally.
I think the problem could be located into the .vmt files:
1. All materials need to be compossed by 2 files: the .vtf (Valve Texture File) and the .vmt (Valve Material Type).
2. First you create the .vtf (the "visual" file, the drawing, the texture itself). Then you create the .vmt based in the .vtf. These .vmt can be created/modified simply with a notepad. They contain the path of the $basematerial (the corresponding path for the texture file:". vtf").
3. My guess is that you didn't change those vmt files and they all contain Camben's paths.... Just open them and set the correct path for the basematerials (path where you have placed the .vtf)
I hope I'm right and you solve it...
now that I think about it, that would work. I made those textures to be inside the updates pak01_dir pack originally. ![]()
Aperture Science: We do our science asbestos we can!
Quote from Kaleido on March 8, 2012, 9:13 pmWhat should I change the path to then?
I'm not at my computer right now so I can't trial and error it...
Is it just C:Prog[...]Portal 2portal2materialsskybox ?
edit: man, why aren't there any freakin' clear tutorials on this... I'm home now, I decompiled a random skybox from portal and looked at the .vmf and the path is set to "skybox/[skyboxname].vtf"
i tried that with the new textures and NOTHING still... wtfffff
i feel like i'm missing something really obvious. this should be working...
What should I change the path to then?
I'm not at my computer right now so I can't trial and error it...
Is it just C:Prog[...]Portal 2portal2materialsskybox ?
edit: man, why aren't there any freakin' clear tutorials on this... I'm home now, I decompiled a random skybox from portal and looked at the .vmf and the path is set to "skybox/[skyboxname].vtf"
i tried that with the new textures and NOTHING still... wtfffff
i feel like i'm missing something really obvious. this should be working...
Quote from RustyDios on March 9, 2012, 3:24 amHave you set the texture to tools/skybox and set the skybox in the map properties to the skybox filename ?
What are you getting... nothing at all (like a hall of mirrors effect) or the horrible missing texture checkerboard ?
Have you set the texture to tools/skybox and set the skybox in the map properties to the skybox filename ?
What are you getting... nothing at all (like a hall of mirrors effect) or the horrible missing texture checkerboard ?










