this problem goes away if I either use DirectX 8. But with FX5200, in both dxlevel 80 or 90, the textures seem normal In Windows XP with X850 Pro and mat_dxlevel = 90, the textures display correctly. DirectX 8.1 rendering mode) with X850 Pro, the textures start displaying correctlyģ. The above behavior is with DirectX 9 rendering mode (mat_dxlevel = 90)Ģ. But in the first config (X850 Pro), many of the textures are pitch black. Half Life 2 HD Remastered HD Texture Pack V2.1 is 3.56GB in size, features plenty of new 2K textures, and you can download it right now. In the second config (FX5200), the game textures all look as expected - no artifacts or anything, all good. System config is: 775i65G motherboard, 512 MB RAM (dual channel 256+256), ATI X850 Pro VIVO (w/ Catalyst 6.2 suite - the folder name to which it extracts the files is called "6-2_wme_dd_cp_30314").Ī second config I tried is: exactly the same as the first config, except X850 Pro replaced by GeForce FX5200 (w/ ForceWare 81.98 driver). For me, it was materials\sand.Apologies if this turns out to be the wrong subforum, but I think the issue I'm describing has to do with some quirk of the gfx card or its driver, so I thought it's better to open this thread here. vmt and double check the directory in there is correct. for me, those files were sand.vtf and sand.vmt. Open the materials folder and copy your texture into it. Make sure there are no typos in the name. There will most likely be no "materials" folder here. This folder is where a large proportion of important game files are, so be careful not to delete or alter anything unintentionally. From there, open "Steamapps" then your username, then "Half Life 2", then "hl2". This is usually in Program files\Steam (or in my case steam2, but that won't affect your directory). First, you have to have to find and open your steam folder. We are going to put our texture into Half Life 2, however, this method works for most source games. The game you are mounting and the Source engine type is displayed at the bottom of Source SDK. To access any custom textures in Hammer, they first need to be put in the game directory you are mounting. A Half-Life 2 (HL2) Mod in the World Props & Textures category, submitted by JohnnyBrown Ads keep us online. Step 7: Accessing Your Textures in Hammer and Your Source Game Half-Life 2 Mods World Props & Textures AI Upscaled Half-Life 2. Different surfaces do different things, and some surfaces cause the texture to be shiny. This means that if you shoot and/or walk on this texture in game, it will play sounds of sand being shot or walked on. vmt says custom textures\texture name, then simply copy the folder to your games directory. To get around this, and use your textures in any source game, put all your textures into a folder called "custom textures" so the. vmt would be desktop\my custom textures\texture name which is incorrect. vtf to halflife2\hl2\materials, then it wouldn't work, because the directory in the. This is bad, because if you, for instance, saved it in a folder called "my custom textures" on your desktop, then when you moved the. For instance "$basetexture" "steamapps\steam name\halflife2\hl2\materials\sand" When made automatically by VTFEdit, it will also write the directory of where you saved it. This means the base texture of this texture file is "sand". It is incredibly basic, and pretty much the simplest. The following is an example of one (it is from the sand texture): Valve MAterial Files are vital for any texture to work.
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