Material Creation: Difference between revisions
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(Moved from Material. (It's two different topics, really.)) |
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# Create the source texture as [[TGA|a valid targa (.tga) image]] (using graphics software such as MSPaint). | # Create the source texture as [[TGA|a valid targa (.tga) image]] (using graphics software such as Photoshop or the free Gimp. MSPaint CANNOT do this). | ||
# (Optional) Write the [[Vtex compile parameters|compile parameters]] for [[Vtex]] to use. | # (Optional) Write the [[Vtex compile parameters|compile parameters]] for [[Vtex]] to use. | ||
# Use the [[Vtex]] tool to compile the targa image into a [[VTF|Valve Texture File (.vtf)]]. | # Use the [[Vtex]] tool to compile the targa image into a [[VTF|Valve Texture File (.vtf)]]. |
Revision as of 08:40, 8 January 2008
Here is a brief summary of the steps necessary to create a material for the Source engine from scratch:
- Create the source texture as a valid targa (.tga) image (using graphics software such as Photoshop or the free Gimp. MSPaint CANNOT do this).
- (Optional) Write the compile parameters for Vtex to use.
- Use the Vtex tool to compile the targa image into a Valve Texture File (.vtf).
- Create a Valve Material (.vmt) file, where you refer to the Valve Texture File (.vtf) you've created. (See below.)
- Launch the Hammer editor (or model viewer) and check that the new material works properly.
See also
- Material
- TGA
- Vtex
- Vtex compile parameters
- VTF
- VMT
- Creating a Material - A longer tutorial on this process.