[TUTORIAL] Custom Chamber Signs (Without VScripts)
Quote from Darkylight on June 18, 2011, 12:58 pmHey everybody (I wish this is the section for this x). Here am I with a tutorial for all people who wants to make Chamber Signs, with new things, with original things... Here we go!
Video version: http://www.youtube.com/watch?v=qUb6fN_Bh64
Creating the sign image
1. First of all you need to make the image for your test sign, you can do it with Sign Maker or make yourself. I have in the bottom of the tutorial my own version of signs for use.
2. (Skip this if you dont use Sign Maker) Now its easy, only select the number of the chamber, texts, and things are in the chamber. Export it when you finish.
3. Now you need to do a vtf and a vmt for your texture. Use VTF Edit and import it to make the VTF. Save it in your own folder in portal2/materials/yourfolderhere/
4. Now create the vmt, if you can, make a selfilum texture for your sign. There is the code to make the vmt. Save it with the same name and in the same folder than your sign.
- Code: Select all
LightMappedGeneric
{
$basetexture "yourfolder/nameofthesignyouwilluse"
$surfaceprop glass
$selfilum 1
"%noportal" 1
"%keywords" "here your keywords"
}Now go into hammer and search your texture, do you have? OK!
Creating the sign in hammer
1. Now is time to create your own sign without scripts. For this you need an prop_static, search "testchambersign" and use it. If you can see there is a clean and black sign.
2. Now create a func_brush with the same size than the testchambersign without (in the smaller grid) 1 square every corner to make it in the inner of the testchamber sign.
3.Now use nodraw in it and in the front face use your sign texture and fit it. Now you have the sign BUT you need the sounds and the rest of the things.
4a. (horizontal signchamber) Now create three spot lights like this (all in the vertical center of the sign): [spoiler]
[/spoiler]
4b. (vertical signchamber) For a normal vertical chamber do the same than a but the lights are in the horizontal center and put the three in the vertical center like the image (90? rotated
)
5. Now all lights needs to be 150 of light or 100, not more. Call them with the same name (for this tutorial light_test1).
6. Use appearance Fluorescent flicker for the three and initially dark.
7. Now duplicate the three and change the name of the three to light_test2, in the same location but in appearance normal.
8. Now create a ambient_generic and search in gamesounds VFX.OGSignFlicker with the name of test_sfx, and with the sourceentityname the brush you use to the texture.
9. Create a trigger_multiple with the name of test_trigger and put this in the outputs: [spoiler]
[/spoiler]
Here it is. Screen from the result (with custom chamber): http://puu.sh/2GDf
Have fun! (If you wanna have the horizontal custom chamber sign: http://puu.sh/2GDy
Hey everybody (I wish this is the section for this x). Here am I with a tutorial for all people who wants to make Chamber Signs, with new things, with original things... Here we go!
Video version: http://www.youtube.com/watch?v=qUb6fN_Bh64
Creating the sign image
1. First of all you need to make the image for your test sign, you can do it with Sign Maker or make yourself. I have in the bottom of the tutorial my own version of signs for use.
2. (Skip this if you dont use Sign Maker) Now its easy, only select the number of the chamber, texts, and things are in the chamber. Export it when you finish.
3. Now you need to do a vtf and a vmt for your texture. Use VTF Edit and import it to make the VTF. Save it in your own folder in portal2/materials/yourfolderhere/
4. Now create the vmt, if you can, make a selfilum texture for your sign. There is the code to make the vmt. Save it with the same name and in the same folder than your sign.
- Code: Select all
LightMappedGeneric
{
$basetexture "yourfolder/nameofthesignyouwilluse"
$surfaceprop glass
$selfilum 1
"%noportal" 1
"%keywords" "here your keywords"
}
Now go into hammer and search your texture, do you have? OK!
Creating the sign in hammer
1. Now is time to create your own sign without scripts. For this you need an prop_static, search "testchambersign" and use it. If you can see there is a clean and black sign.
2. Now create a func_brush with the same size than the testchambersign without (in the smaller grid) 1 square every corner to make it in the inner of the testchamber sign.
3.Now use nodraw in it and in the front face use your sign texture and fit it. Now you have the sign BUT you need the sounds and the rest of the things.
4a. (horizontal signchamber) Now create three spot lights like this (all in the vertical center of the sign):
4b. (vertical signchamber) For a normal vertical chamber do the same than a but the lights are in the horizontal center and put the three in the vertical center like the image (90? rotated
)
5. Now all lights needs to be 150 of light or 100, not more. Call them with the same name (for this tutorial light_test1).
6. Use appearance Fluorescent flicker for the three and initially dark.
7. Now duplicate the three and change the name of the three to light_test2, in the same location but in appearance normal.
8. Now create a ambient_generic and search in gamesounds VFX.OGSignFlicker with the name of test_sfx, and with the sourceentityname the brush you use to the texture.
9. Create a trigger_multiple with the name of test_trigger and put this in the outputs:
Here it is. Screen from the result (with custom chamber): http://puu.sh/2GDf
Have fun! (If you wanna have the horizontal custom chamber sign: http://puu.sh/2GDy
Quote from KenJeKenny!? on June 18, 2011, 1:30 pmNicely done! This could make for some cool&original custom test signs...
I think you should consider making a video/youtube tutorial for this
Would be very usefull!
Nicely done! This could make for some cool&original custom test signs...
I think you should consider making a video/youtube tutorial for this
Would be very usefull!
Quote from Darkylight on June 18, 2011, 2:03 pmKenJeKenny!? wrote:Nicely done! This could make for some cool&original custom test signs...I think you should consider making a video/youtube tutorial for this
Would be very usefull!
I made but not upload. The problem is I'm spanish and I can write in english but speak... Em (ridiculous) <-<
So I can make it without talk if you want.
I think you should consider making a video/youtube tutorial for this
Would be very usefull!
I made but not upload. The problem is I'm spanish and I can write in english but speak... Em (ridiculous) <-<
So I can make it without talk if you want.
Quote from KenJeKenny!? on June 18, 2011, 2:18 pmYou can use the youtube info boxes to show info and instructions in the video... That would make up for most i geuss... and the rest is just following your steps i geuss.... so make sure you don't go to fast in the video.
You can use the youtube info boxes to show info and instructions in the video... That would make up for most i geuss... and the rest is just following your steps i geuss.... so make sure you don't go to fast in the video.
Quote from Darkylight on June 18, 2011, 5:28 pmVideo added
Video added ![]()
Quote from FusedCore on June 18, 2011, 9:41 pmThis still requires scripting(editing any file with a script is called scripting...) so the title is wrong!
P.S. I don't trust your download url as it looks fishy and when you can just upload it on this site...
This still requires scripting(editing any file with a script is called scripting...) so the title is wrong!
P.S. I don't trust your download url as it looks fishy and when you can just upload it on this site...
Quote from ChickenMobile on June 18, 2011, 11:51 pmFusedCore wrote:This still requires scripting(editing any file with a script is called scripting...) so the title is wrong!The .vmt is not a scripting. It is a way for the custom texture to be accessed inside hammer and in game.
The .vmt is not a scripting. It is a way for the custom texture to be accessed inside hammer and in game.
Quote from FusedCore on June 19, 2011, 12:58 amchickenmobile wrote:FusedCore wrote:This still requires scripting(editing any file with a script is called scripting...) so the title is wrong!The .vmt is not a scripting. It is a way for the custom texture to be accessed inside hammer and in game.
read here: http://developer.valvesoftware.com/wiki/Vmt <- it is scripting
The game and editor need this script to understand what/where your texture is and the settings for it.
The .vmt is not a scripting. It is a way for the custom texture to be accessed inside hammer and in game.
read here: http://developer.valvesoftware.com/wiki/Vmt <- it is scripting
The game and editor need this script to understand what/where your texture is and the settings for it.
