i cant quite get the viewpoint where i want it on the horizon of the sky box.
also i have tried different sizes for the skybox texture but it still ends up stretched and low rez looking in game =[
other than that the environment_light is at 800 but its not showing even half as bright as...
heres a few shots of a map im workin on for my mod.
The mods called project fighter.
Its a multiplayer fighter / rpg hybrid.
if anyone is interested
http://www.directsoundradio.net/pf
Its in very basic form atm, im still testing the skybox and texture alignment. Once i add map object...
well with some tinkering ive figured it out "no thanks to any of you"! :p
the sky textures must be in your /materials/skybox folder.
also the shader must be an "unlit generic ambient".
ill create a video tutorial to help anyone else whos having this problem.
Heres a simple way to create and set up your custom textures properly.
AVI --->
http://www.directsoundradio.net/stuff/VTEX_tutorial.zip
you must have a copy of all your textures in the counterstrike source/cstrike/materials folder for them to work in cs. "duh" :D
so copy the folder...
i belive the pink checkerbox is used to replace missing textures or "materials"
or inpropper matieials.
i used to get that problem on my water untill i corrected the shader.
ok well i fixed it some what...
the sky textures need to be placed in /materials/skybox
i had /materials/sky so it didnt work.
now that i got it to show up... it renders all glitched out.
im thinking maybe the sky textures need a special shader or texture size?
again if anyone...
can we not use custom sky textures yet?
i made some custom textures for my sky box, specified the name of them in the map properties as... sky_toon_sky
basic shader used ...
"lightmappedGeneric"
{
"$baseTexture" "sky/sky_toon_skybk"
}
well im wondering if the textures need to...
I agree, why should we have to script anything for our textures?
it wouldnt be too hard for them to have included presets in hammer that would compile our tga's into textures and have a simple dropdown box to select the shader type/s.
i hope someone in the community will make an app like...
Well in the end i just made a text file for each .vtf and copy pasted the source sdk generic shader into it and renamed it to .vmt
now if i can only get the sky box to line up properly and light_environment to work with my custom bg...
its a small box with the sky textures on each side.
a sky_camera entity is placed in the center of it and renders your view through the skybox textures in your level acording to its view.
you can place models or architecture in the box that will be rendered to your background.
that doesnt help me...
I have the .vtf files in the materials dir.
how do i make the vmt? ive just been dragging and droping the tgas on vtex and it creates vtf's but not vmt's.
how do i get them to show up in hammer?
a simple step by step explanation would be much apprieceated.
ive set the gameinfo.txt to my mod folder, have compiled the .tgas into .vtex and have the .vtf files in the materials dir.
how do i get them to show up in hammer?