References for making maps (links and tips!)

Please use this area if you are creating or discussing the development of your own maps. Please keep one thread per map under development and put [WIP] at the beginning. [RELEASE] If you are posting about a map you have released.

Postby The_Pope on Tue Dec 20, 2005 8:02 pm

http://developer.valvesoftware.com/wiki/Creating_a_Material_Tutorial

Try that, however it doesnt explain how to make the texture itself, ask some good arty peeps to tell you how to get it to tile etc :P
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Postby kuma on Tue Dec 20, 2005 8:09 pm

I just want to make a few signs maybe a door or 2
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Postby kuma on Tue Dec 20, 2005 9:14 pm

Making custom textures

1. Okay so first you need your texture. In source the textures need to be in TGA format, you can easily save it in that format if you use Photoshop. The image size follows the same rules as before, sizes like 8, 16, 32, 64, 128, 256, 512, 1024, etc. are allowed, they are all powers of 2, and there isn't really a limit for how big they are, but I guess 1024x1024 is more then enough.

2. Now in order to use your texture you need to create a folder in Valve\Steam\Steamapps\username\sourcesdk_content\cstrike\materialsrc
give the folder any name you want and put all your .tga files in there. You can also have a txt file with the same name as your texture with some commands, which will be executed when you compile the texture. The commands are:

$nolod Do not use lower quality versions of this texture in lower Direct X versions
$nomip Do not make mip-levels for this texture
$clamps / $clampt Do not allow the texture to wrap in the S or T coordinate space, respectively. This is most often used for sprites that are not tiled
$skybox Used for compiling skyboxes. This assures the edges match between each facet
$startframe (integer) / $endframe (integer) Used for animated textures. Textures must be named as texture000, texture001, texture002, etc. The $startframe defines the beginning frame and the $endframe defines the ending frame.
$nocompress Do not use compression on this texture. Useful for textures with fine gradation (like light halos)
$nonice Do not use NICE filtering on this texture’s lower mip-levels
$dxt5 Use DXT5 compression instead of full compression


3. Now comes the hard part although it's not that hard. Go to Valve\Steam\SteamApps\username\sourcesdk\bin\ and you'll find in there a exe called VTEX. Now right click on it and select the "create shortcut" option. This will create a shortcut to that program in which we can add several command options, so open the shortcut properties and in the end of the target field add the following commands:

-mkdir -shader LightmappedGeneric "C:\Valve\Steam\SteamApps\username\sourcesdk_content\cstrike\materialsrc\texturedir\*.tga"

(remember to change username, texturedir & *.tga to your relevent names)

So what this does is, create a new folder, then tells the program which shader your using, in this case lightmappedGeneric, but you can use whatever shader you want, then it picks up all the TGA files in the folder you pointed, and converts them in to VTF and VMF, which are your materials files.
If you go to Valve\Steam\Steamapps\usename\counter-strike source\cstrike\materials
you'll see your materials folder in there, and if you open it you will see a VMF, and a VTF, with your texture name.

4. The last thing to do it's to edit the VMT files so that they act like they are supposed to, basically we are going to say to the engine that this is wood, this is metal, this is concrete etc. So open a VMT file in notepad, you will see something like:

"LightmappedGeneric"
{
"$baseTexture" "yourfolder/yourtexturename"
}

After the "$basetexture" line add "$surfaceprop" "materialname" in wich you replace the materialname for the type of material your texture is. The following names are the some types of materials you can add:

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CONCRETE/ROCK TYPES:
baserock
boulder
brick
concrete
concrete_block
gravel
rock

LIQUID TYPES:
slime
water
wade

METAL TYPES:
chain
chainlink
metal
metalbox
metalgrate
metalpanel
metalvent
slipperymetal
solidmetal

MISC TYPES:
computer
default
glass
ladder

ORGANIC TYPES
alienflesh
bloodyflesh
flesh
watermelon

SNOW TYPES:
ice
snow

TERRAIN TYPES:
antlionsand
quicksand
dirt
mud
slipperyslime
grass
tile

gravel

WOOD TYPES:
wood
woodbox
woodcrate
wood_furniture
wood_lowdensity
wood_plank
wood_panel
wood_solid

I didn't test all of this materials so some may not work, or need some specific settings.

I would like to thank BaRRaKID @ Interlopers for this tutorial

I hope this helps all that uses it :)
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Postby The_Pope on Mon Jan 09, 2006 8:00 am

just noticed kuma's post and added it to the start, im gonna add some more things at the start later today, so if anyone wants anything in particular just give us a shout
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Postby The_Pope on Mon Jan 09, 2006 3:02 pm

sorry for double post:

added in how to make a map look and play better!
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Postby shyam on Sun Feb 19, 2006 10:47 pm

ello pope :D


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Postby The_Pope on Wed Apr 12, 2006 7:35 pm

Hellos, me again!

Completely changed the first post & title, will be posting a new topic soon which will be a 'mini project' that you cna follow from start to finish, showing you preety much all teh techniques you will need in your future mapping carrers :D

Hope this doesnt disadvantage anyone
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Postby Mr Burns on Thu Apr 13, 2006 10:57 am

well ive finnaly decided to have a go at this map making lark :D . i'm in the middle of making my first map but have come into a bit of bother. if anyone has any ideas?

when i have put prop_statics in the hammer not all of them appear in the map.

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here the picture, table and wine bottle are there, but in the game they do not appeaar.:?

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it does it for other items too like chairs ect.


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Postby The_Pope on Thu Apr 13, 2006 12:24 pm

What's happened there is you have a leak, in hamer go map - load pointfile. what will happen then is a red line will appear in your map, follow it and it will show you where the leak is.

(I will update front with some FAQ bits describing what a leak is and what the symptoms are)
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Postby kuma on Thu Apr 13, 2006 1:10 pm

the problem is that the table and bottle must me prop_physics and not prop_static. This is for all objects that can move/break.
It is advisable to make them prop_physics_multiplayer as this reduces lag in CSS.

If you read your compile list it will tell you the errors and what prop to use. There are some props that move that needs prop_dynamic.
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Postby Mr Burns on Thu Apr 13, 2006 1:18 pm

ok thanks guys! ill get right on it :wink:

EDIT: thanks kuma that did the trick, i was about to ask how to keep stuff on the walls but there you are already one step ahead you legend! :lol:

Last edited by Mr Burns on Thu Apr 13, 2006 1:36 pm, edited 1 time in total.

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Postby kuma on Thu Apr 13, 2006 1:23 pm

I will also add that if you want that picture to stay on the wall untill its shot, you will have to tick the "start asleep" tag in the flag section of its properties.
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Postby Mr Burns on Sat Apr 15, 2006 10:32 am

ok guys a couple more questions.

1. Does adding sounds to youre map make it lag? i.e a song, how long should it be to reduce it from lagging?(like clubdome)

2. Does adding rain make it lag, my map is mostly indoors but there is just a small yard thats oustisde and i want it to be raining.

cheers dears. :D


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Postby The_Pope on Sat Apr 15, 2006 2:25 pm

1. Yes, but its not so bad as long as you use short sounds (I think 30 secs is the max, and they have to be .wavs)

2. Yes, but only slightly
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Postby Mr Burns on Sun May 07, 2006 8:58 am

another :D


how do i make it so when i apply the nodraw texture it only applies it to one face of the block, i can only seem to apply it to the whole 4 faces. is there a way to ungroup them or somthing? thanks :)


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Postby kuma on Sun May 07, 2006 10:29 am

open up the texture tool, select the nodraw texture, right click on the face you wish to apply it to
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Postby Mr Burns on Sun May 07, 2006 5:15 pm

thank you kuma :D


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Postby Mr Burns on Wed May 10, 2006 3:33 pm

ANOTHER!! :D


the general rule is when putting songs into your map is that it cant really be longer than 30-40 seconds beacause this will cause lag.

Now, is this because of the fact .wav files are so large, or just because over 30 secs would cause lag evan if the file size was the same as say.. an mp3.

the reason i ask, is that i can make wav files very small in terms of filesize.

example..

the 30 second loop in clubdome is 5.01 MB

ive made a .wav file song 4 mins 33 secs long andd is just 4.17 MB

so..if its just the file size that causes lag, i can put entire songs into maps.


:D


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Postby Ionis on Tue Aug 29, 2006 9:36 pm

Id like to share a little secret of mine :)

http://www.gmodcentral.com/mirror/akg/index.htm

Worship this website ^^


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Postby SkullsY on Wed Dec 27, 2006 3:17 pm

Seeing as this is a sticky im aloud to bump?

Do you know ANY 1.6 mapping websites, I cant find any :(.


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