Garrys mod downloading custom texture pack in hammer






















Custom Sprites. Compile Parameters. Creating a water texture. Creating a monitor texture. A list of some texture parameters. Shaders and Proxies. A list of all sources and useful websites. Thanks for reading! Before you start making custom textures for your maps, make sure you have the following tools these are the tools I use when making custom textures to create custom textures.

Although you wont need all of them, having them can make your life and dreams a lot more achievable. VTFEdit [nemesis. Once you have all of these, you can continue to the next part of the guide. Click "File", then click "Import". For me, I'm going to go to where my orange color is located on my PC, and then double click it.

Make sure your texture is a size that can be divided by a power of 2 Sizes like x and x images will work, but x or something like 48x72 won't work. You'll get these list of settings that pop up. For now, we'll just click "OK". Since we aren't going to change our texture, we're just going to save it. Click "File", then click "Save As". I'll name my file "orange", then click "Save". We aren't done yet though, custom textures require a. A menu should pop up. We won't change much, but the one thing we do want to change is the "Base Texture" parameter.

We want to remove everything before the file name, in this case, orange. So our base texture should just be "orange". Now click on "Options". Here we can change certain values. For my orange texture, we'll be checking off "Translucent" as our texture isn't translucent. We'll also be changing our "Surface 1" parameter to "Concrete".

Then click "Create". So now we should have both our. To make sure our. Since I put a spare version of my files in a different folder, and not the game folders, it gave me the directory from my "Users" all the way down to my "colour" folder. So now we want to drag both our. After all this, now we can go into hammer and create a map using our new texture. Say I wanted to spray this on a wall. To start, import the texture into VTFEdit. You'll want to make sure your texture has some sort of transpoarency or an alpha layer.

You'll notice this white and grey checker-board formation where there isn't anything. This is the part of the texture that's translucent. Save the file as a. Now we're going to create the. Check the translucent box and create. We'll want to add a few more things to get the texture to work as a decal. Blend textures a relatively easy to make. The first thing you need are 2 textures you would like to blend together. Here, I'm using a grass texture and a dry grass texture. To start, we're going to transform these into.

Then, we're going to create 1 single. Lava textures look better when they glow. It's actually really simple to make a glowing texture. Simply create the. Open the file up and you'll see a few lines of code. We're going to be using GCFScape to extract the texture from a.

We can do this for any source games with. To start, open up the. You'll want to search your game files in this case, the HL2 files , and find the. W'ere just going to have to manually extract both of them.

Now that we have all of the texture files extracted,we're now going to open up the. We're going to click "File" and then "Export". We're going to export it as a. Then we're going to open this file up in GIMP. We aren't going to do much here. Click "Colors" and then click "Hue Saturation". Here we can change the color of our. Here, I've changed it to a blue color. Now we're going to save our new changed texture. We're going to go through the same processof making a texture.

This is how our modified texture looks in game:. A normal map creates the illusion that a texture is 3D but isn't. Now place an entitie anywhere on your map. Double click it and go to class search box.

Now remember the numbers from the skybox list and add them to the light environment. Ideal Brightness - will go to Brightness. Ideal Ambience - to Ambience. Now compile your map again you can select the HDR option this time and see how the map looks like now. First we will add the sun in to the map. Now change the Pitch Yaw Roll with numbers from skybox list. Change both Sun Color and Overlay Color to any color you want.

I also recommend changing the sun size to Place an entity somewhere in the map. Than change fog enable from No to Yes. Now change the fog start and fog end to what ever number you want, you will have to compile and run the game to see the changes, it might be doing this for a long time until you see the perfect result. Now change the Fog max density can be changed from 0. Now your map should look something more like this. So make an object where the window is going to be Note: the glass have to be realy thin like 2 grids.

Make object in nodraw texture. When making doors you have 3 choises to choose from. Lets begin by placing an entity to the location where the door is going to be. Find and click on world model. Press on browse and type in filter door. Now you don't have to change anything, but if you want you can edit a lot of things, like the sounds that the door make, making it locked, automaticly close it.

I wount be changing anything. Now you will need to adjust your struckture and fit the door in. In game it will look like this. There are 2 types of lights that you can add in Source SDK. Light is a non directional and is more suited for making custom flares, candles and maybe some glowing orbs or something. Both of them are pretty simple to use. First we are going to make a simple light. Make an entity in a dark location of your map.

In class search box type in light and select it. Now you can change all setting the way you want. The only things that you should consider changing are color, framerate and scale. This is how it looks in game. There are only 2 options that you should change. I you want to make the light look better you should add. The options in this one is self explanatory, the only setting you want to change are its pitch from to 90, its color and spotlight lengh and width.

This is how it looks in-game. Now remember, placing more detailed lights might look good, but they hurt the framerate more than simple light would. Applying textures to your object is very simple and easy.

First select your Toggle Texture Application Tool and click on browse. Than depending on what kind of map your making, you will want to select right texture for it. Type in wall if the filter and select any texture you want, I will go with concretewallm. To apply the texture to your wall simply right click on it in 3D view. It is very simple and easy. When you are done applying textures make sure to find any dev textures present on the map with the Toggle Texture Application Tool.

Than press ok. This will help your compiler to run much more smoother. This is how my maps looks in game. Now most likely you have made a much more better work than I did, but hey not everyone is perfect. Here is a few more things that you should know about textures. There are textures that are made for specific purpose like the ladder texture will allow you to climb it, invisable wall well its an invisable wall, nodraw is needed for optimization, glass and sometimes water texture to work, trigger texture has to have a funcution on it or it will do nothing, it is great for making buttons, traps, events.

Making displacements is a good option when making a 3D skybox, holes, mountains, hills. I will be making a hole and a snowdrift. I will begin with a snowdrift. Begin by makin an object somewhere in the. When making displacements, never use nodraw textures it doesn't work. Now select the Toogle Texture Aplication Tool and only click on one side of the object. Than go to displacement and click on create. Press ok. Now press on Paint Geometry and start playing around with it.

It is a very simple tool to use just take some time with it and you will get use to it. Cut out a square in any of your walls but don't delete it. Now cut out another square with in the current square. Now select the Vertex tool make this by pulling the little squares to one end. Now once again click on the Toggle Texture Application Tool and select all visable parts of the hole. Now click on displacement and press on create, click ok. Now change the scale to lets say 0. Now you can shape it how ever you want it with paint geometry tool and applying the texture you want.

To make prop physics add an entity anywhere on the map. Than double click on World Model and in filter search for crate. It is good for making heavy, big props like vehicels, machines, dumpsters or props that you don't want to be moved by npc or players. Double click on World Model and search for vehicle.

Find cara. Now you can decorate your map how ever you want, but don't forget to group them and make a visgroup out of them.

Making rain or in my case snow is simple. Go ahead and find the trigger texture and objects all over your map, but be carefull and try avoiding all of your structures or the snow will clip through the wall. First build up you surroundings, the part of the map that is offlimits to players, beyond the skybox. Now you will want to add an entity anywhere on your map. Next you will to place it on coordinations of 0.

Now you should get a mini version of your skybox. You can move it around and place where ever you want. Make a 2d skybox around it. Now you can add any props you want to it, but recommend adding only props that are made for skyboxes. Now go to your map skybox and change all 2D skybox textures to Skybox texture.

Now compile the map and check out how it looks in game. A very big impact for maps success is its ambience. A lot of maps uses somesort of ambience dispite what kind of theme is going for.

Ambience is very important for horror maps, but if you are making a simple map ambience shouldn't be forgoten. There are two way making ambience in your map. I find this entity best when adding custom sounds since a lot of HL-2 sounds will play through the whole map dispite the radius set.

This sound will be only heard by the player who is in range of it and is directional. NOTE: not all sounds are looped, that means that they will only play once and that it, if you want find looped sounds just type in loop in filter. It is actualy very simple and easy. First lets talk about ground nodes, the main nodes that all maps should have. These nodes should only be used where the NPCs can find cover.

So behind hard and solid objects or props. Don't panic if the game freezes, its is actually loading your map so give it some time and the map should load. When it is loaded you will see that you will have your standart sandbox equipment and no, you cant change it, unless you are like me and use custom loadout addon than your screen might look like this. Left click to add a node, right click to delete a node and j to save the navigation.

I will be automaticly imported to your hammer file. Place down the as much nodes as you can but remember that there is a limit to them. This will open the location of your game. Then, open the "garrysmod" folder and then open the "addons" folder. That's it! You've now installed the additional content. We're providing this content for free. We are not charging you or anyone to download and use this content.

We did not create this content. We always encourage you to purchase the games to support the developers as they deserve it. We wish to provide people with a reliable place to download content to enhance their gaming experience. We don't support piracy. Please contact us if you're a copyright holder of some of the content and believe that the rights have been breached.

We only provide support to people who purchase the game Garry's Mod legitimately through the Steam Store. The content on this site does not allow you to play the games independently for free, the content is to fix textures in Garry's Mod to enhance the visual experience. These are addons, not games.



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