black textures

black textures

Re: black textures Posted by warlord on Sun Mar 6th 2005 at 10:30pm
warlord
166 posts
Posted 2005-03-06 10:30pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

im having a problem where my textures are turning black when viewed from certian angles it should look like this

User posted image

but it comes out like this most the time

User posted image

anybody know why?
Re: black textures Posted by Bobv on Sun Mar 6th 2005 at 11:42pm
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Posted 2005-03-06 11:42pm
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make sure you aren't using prop/model textures, if you use those you
get funny effects - also make sure you have cubemaps and buildcubemaps
was run, if that doesnt help then post your compile log.
Re: black textures Posted by warlord on Mon Mar 7th 2005 at 12:46am
warlord
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Posted 2005-03-07 12:46am
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hey that seemed to do the trick thanks man
Re: black textures Posted by French Toast on Mon Mar 7th 2005 at 1:53am
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Posted 2005-03-07 1:53am
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As a rule of thumb you should never use a prop/model texture on a brush. There are so many of these threads. However, I think a great update to Hammer would be a feature in the texture browser window which would allow you to not view prop and model textures.
Re: black textures Posted by DrGlass on Mon Mar 7th 2005 at 5:05pm
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Posted 2005-03-07 5:05pm
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why would you need to veiw them at all?
Re: black textures Posted by Sub-Zero on Mon Mar 7th 2005 at 8:31pm
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Posted 2005-03-07 8:31pm
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Sometimes.. a person may want to edit a certain texture..he would need to see the texture and get the file name for the texture so he can edit it..... so what valve should do is create an outside source program to view textures.. or something..
Re: black textures Posted by French Toast on Mon Mar 7th 2005 at 9:25pm
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Posted 2005-03-07 9:25pm
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why would you need to veiw them at all?
The point was to "unfilter" them, not to view them. So I could check a box, and filter for various things, and even if a prop/model contained my keyword, it wouldn't show up.
Re: black textures Posted by fishy on Mon Mar 7th 2005 at 9:42pm
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Posted 2005-03-07 9:42pm
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sub-zero, it's all there already. you can see the textures in hammer, valve gave you vtf2tga.exe so you can edit them, and vtex.exe to compile them again.

as for model textures being off limits, they're not. the base texture is the exact same as a world texture would be. the only difference is the shader that's been specified in the vmt.

if you've found a model texture that's perfect for your needs, all you need to do is open its vmt in notepad and change the shader type from vertexlitgeneric to lightmappedgeneric, and save it with a new name.
Re: black textures Posted by French Toast on Mon Mar 7th 2005 at 9:51pm
French Toast
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Posted 2005-03-07 9:51pm
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Thanks fishy, I'll be needing that for the map I've got going.
Re: black textures Posted by DrGlass on Tue Mar 8th 2005 at 3:23am
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Posted 2005-03-08 3:23am
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fishy you should write a tut on that.
Re: black textures Posted by Sub-Zero on Tue Mar 8th 2005 at 3:59pm
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Posted 2005-03-08 3:59pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting DrGlass</DIV>
<DIV class=quotetext>fishy you should write a tut on that.
</DIV></DIV>
i 2nd that
Re: black textures Posted by fishy on Wed Mar 9th 2005 at 2:01pm
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Posted 2005-03-09 2:01pm
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i did, but i didn't use my paint by numbers set on it or something, so it got deleted.
Re: black textures Posted by Gwil on Thu Mar 10th 2005 at 2:59am
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Posted 2005-03-10 2:59am
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Hey thats not fair! Your tut was accepted by me, but apparently we are
trying to collate things like VMT info into a series of more
comprehensive tex tutorials, rather than just itty bits here and there.

And you did put question marks in its title, and description :razz:

thwacks fisheye
Re: black textures Posted by fishy on Thu Mar 10th 2005 at 10:09am
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Posted 2005-03-10 10:09am
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whatever Gwil. all that i know is that ReNo sent me a PM saying gj on the tut, and that it should e very useful. a day later i asked you if there was something wrong with it, because it hadn't been added, and as you thought it was ok, you added it. but, withing minutes you were passing some 2nd hand comments along irc from lep, to the effect that the tut was sloppy, and needed bb code.

as i felt that i'd already put enough effort into fleshing out what needed to be no more than a quicktip for anyone prepared to rub a few grey cells together, i decided not to burst my arse any further by colour coding it too. anyway, as i mentioned before, there was nothing in it that the guidlines for bb code usage applied to. just like there was nothing in any other tuts that i've submitted that i believed needed bb code. the other tuts did, however, use blocks of text that held values for various types of data, that made them just as sloppy as my most recent submission, so i thought i'd help tidy the tuts section up a bit.

look at the most recent tut available for hl2 textures, by Ding (no offence mate), and then tell me how

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>we are trying to collate things like VMT info into a series of more comprehensive tex tutorials</DIV></DIV>looks.

for comprehensive, there's the sdk doc's. they tell you everything you need to know. not always where you think it will be, and not always directly, but it's there.
Re: black textures Posted by Gwil on Thu Mar 10th 2005 at 2:26pm
Gwil
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Posted 2005-03-10 2:26pm
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There's nothing wrong with the tutorial, per se, and I object to being
shot as the messenger. I was only highlighting the reasons why the
tutorial was pulled, and also taking responsibility for dings tutorial
  • which was added a considerable amount of time ago in relation to this
new decision and direction on tutorials.

If you have a query or quarm, speak to Leperous, I am merely exacting
the policies of the site - and i'm sure he'll explain to you why. You
asked "why" , and you were told.

Can't do right, for doing wrong it seems. Either way, ask the boss
about the new direction. I am merely relaying info that you requested.

Edit: To be fair, it didn't even have a title, the description and
topic were question marked - suggesting uncertainty, and the tutorial
itself launched straight into the beans of how to do it without any
effort to explain what the tutorial was about, and how we were going to
achieve it. Ultra anal, Notepad needs a capitalised N too.
Re: black textures Posted by fishy on Thu Mar 10th 2005 at 3:10pm
fishy
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Posted 2005-03-10 3:10pm
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i don't see where i was shooting at you, Gwil. if anything, i should object to you posting a rebuke because i told the guys my tut was below [snarkpit] standard, and got deleted. but i'm a big softy, so i forgive you.
Re: black textures Posted by Gwil on Thu Mar 10th 2005 at 3:23pm
Gwil
2864 posts
Posted 2005-03-10 3:23pm
Gwil
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Ok then fishy, like I say - sorry for any misunderstanding I
have caused, and replying with bite like that. I'm sure you know you're
one of the most valued members of the community because of your
modelling and texture work, and I wouldn't want to see you upset over
an issue so small.

Now it's time for Lep to sort out the new arrangement of tutorials, and to avoid confusion in the future :smile:

Peace :smile: