But to show on the other side it allso has to be a few units thick or have a similar texture on the other side. NOTICE !!! To show a face both ways the brush has to use a func_īest thing to use is a func_wall. ("$nocull" 1) This command gives hammer/game the command to use the face on both sides of the face. ("$translucent" 1) This command gives hammer/game the command to use the Alpha channel we added in photoshop as a transparency layer. Now there should be a piece of script already, that looks like this. When you've found the map look for a file named window_test.VMT Thats why you dont see too many levels like you saw in Quake 1/2. TGA image (Targa), name it "window_test"Ĥ. texture details where bump maps or decals are often used in specific areas. The white color makes the Metal a solid part of the texture. The selected area around the border should be white. A Fill window should pop up, Use white as fill color. Go back to channels and click "Red Copy" Channel. Now go back to layers and CTRT + Click the "Metal" layer. Make sure that there's no selected areas and that "Red copy" (Alpha channel) is selectedĬlick on Image/Adjustments/""Brightness/Contrst"" and set the Brightness to about -45 and Contrast to about -70. That should create a whole new channel named "Red Copy". But for now we will go with "Red".ĭrag the Red chanell on the New layer button. If can't find the whitest one try duplicating one at a time to check them. We need to duplicate one channels, Red, Green, Blue. Alpha channel uses grayscale colors to controll transparency, the darker an area is on the textures alpha chanell the more transparensy it has. Make another layer and Render it with clouds (Use primary color white secondary black "Filter/Render/Clouds" )Ĭhange the Blending to overlay and merge the clouds layer with "Window" layer. Highlight the "Background" layer and make a new layer, Name it "Window".įill it with a darkbluish color. Now chose Select/Modify/Contract and contract by 2 pixels. Make a select box with a border of 1 gridbox. When youre done, save the WAD anywhere you like (although it will need to be in your Half-Lifevalve folder if you plan to use Method 1, below). Double-click a texture to edit it, and press Ctrl+T in this view to see it tiled. Now select the Rectangular Marquee Tool (M), Set the feather to "1 Px". To add subsequent textures to the WAD you are working in, press Ctrl+E. Now go to Edit/Preferences/Guides, Grid & Slices. (Fastes way is Ctrl + ' or go to View/Show/Grid) The result should be something like this. That merges the rustlayer with the layer under it, in ouer case it should be the "Metal" layer. Now set the contrast to "+40" and press OKĬlick the Blending roledown and chose overlay. Highlight the "Rust" layer and click Image/Adjustments/""Brightness/Contrst"" Choose a brownish color and have black as secondary color. The image should look something like this. Now click on Filter/Artistic/Underpainting and use these settings: You should get a picture that looks like this. Now click on Filter/Artistic/Film Grain, set the sliders to: If not use this image.ġ.Make a new image, Size 256x256. I recomend doing the first step to be able to make only the Window transparent. Step one is a easy way to make a window with a rysty metalframe. Half-Life Texture Tools - A Modding Tool for Goldsource Engine. Knowledge of compiling textures (see Tutorial) "Photoshop" (Working with PS:CS so i dont know if it works with lower) It's a great way to make grates, windows fences and other stuff thats translucent. Alpha Channel textures is all about opacity/translucanty on Textures.
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