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knileb
12th September 2006, 21:45
I've heard this question a million times, and the only thing its getting linked back to is the thread asking how to do it (of which then, I posted in it :p), so I might aswell make a thread explaining how to do it.

On with the show:

Tools needed: (and linked)
GCFScape (http://nemesis.thewavelength.net/index.php?p=25)
If you dont have Photoshop, VTFEdit (http://nemesis.thewavelength.net/index.php?c=178#p178)
If you have Photoshop, VTF Plugin (http://nemesis.thewavelength.net/index.php?c=154#p154)

Filetypes you are going to be fiddling about with:
*.vtf - Source Engines image format - open with Photoshop + VTF Plugin/VTFEdit
*.vtm - Source Engines image property format - open with Notepad/Wordpad.

Tutorial
Download GCFScape from the link above, install and open it. Now press Options > Volatile Access so you can open GCF files without getting the File In Use error.

Now press File > Open and locate your SteamApps directory, usually C:/Program files/Steam/Steamapps and open up counter-strike source shared.gcf. The screen should now look like this (http://i20.photobucket.com/albums/b241/sonicgamehacker/gcfscapeTUTORIAL1.jpg).

Once there, click the + next to cstrike on the folder selection to the left, now click the + next to the materials folder. You should now see lots of folders, most of them mapnames and material names. Open up the directory you are asked to find, or just for this tutorial, de_dust. Now CTRL+Click door11.vtf and door11.vtm so both are selected. Right click on one of them and press extract. Extract it to an empty folder, for example desktop\dustglassdoortest or something.

(VTM (Texture property) HACKING, SCROLL DOWN FURTHER IF YOU WANT THE VTF TUTORIAL)

Go to whereever you extract the two files, and open door11.vtm file using Notepad. You should now see this in notepad:

"lightmappedGeneric"
{
"$baseTexture" "de_dust/door011"
"$surfaceprop" "wood"
// "$bumpmap" "de_dust/door011_normal"
// "$envmap" "env_cubemap"
"%keywords" "cstrike"
}

Now, theres alot of things you can do with this. First off, if you want the door fullbrightly lit, change "lightmappedGeneric" to "UnlitGeneric" at the top. If you want the door translucent, so you can see through it, add:


"$translucent" "1"

below "$surfaceprop" "wood" on a new line. So it should now look like this:


"unlitGeneric"
{
"$baseTexture" "de_dust/door011"
"$surfaceprop" "wood"
"$translucent" "1"
// "$bumpmap" "de_dust/door011_normal"
// "$envmap" "env_cubemap"
"%keywords" "cstrike"
}

Now, change the "wood" in the surfaceprop line to "glass" so it gives a glass effect.

Theres lots of good commands you can do to change the properties of a texture. Open up a different vmt file in GCFScape for more.
(credit goes to felikz/whoever created the glass door in dust)

(VTF HACKING (Texture) HACKING, SEE ABOVE FOR VMT HACKING TUTORIAL)

Now, if you have Photoshop, download the VTF Plugin at the top of this post.
If you dont, download VTFEdit at the top of this post.

(VTFEDIT Tutorial, Photoshop+Plugin users can skip)
Open VTFEdit, Click File > Open then open up door11.vtf or a specific texture you are asked to edit (if you were linked to this tutorial). Now press File > Export, click the V button on the filetype line and select BMP to edit with paint, then press Save.

Photoshop users, open the VTF file using the plugin + photoshop.

Now you will see the texture. You can edit as you like, to 1 complete colour or make little touchups. Your artistic skills can be used here. You can edit any single vtf in the gcf to a different colour. Or you can edit an existing hack's texture, like GreyWalls and WhiteWalls by frontline.

Installation of your hack
In your cstrike folder (C:/Program files/Steam/Steamapps/*youraccountname*/counter-strike source/cstrike), make new folders of to which the files in the GCF were in. Like, if you had the door11 texture above, that was in cstrike\materials\de_dust, so you would make a new folder called materials in your cstrike folder if its not already there, then a new folder inside that called de_dust. So now you are in cstrike\materials\de_dust in your own CSS directory. Place the door11.vtf and door11.vtm here. OR if you made a different hack, place it in its corresponding folder in the cstrike folder.

That concludes the tutorial, hope I helped.

Q+A
Q: Whaaaa? Whats the difference between VTM and VTF?
A: Editing a VTM file means editing the textures properties, whilst editing a VTF file means editing the texture.
Q: How do I know which directory to make in my cstrike folder?
A: The one where you selected and extracted the file you edited in the gcf file.
Q: How do I make coloured models?
A: Check my post in the Working Hacks sticky thread. Its the third one down, it has a similar tutorial, though based on coloured models.
Q: I have a question! Who do I ask?
A: Reply here or send a pm. I'd be happy to help when I can.

That concludes the tutorial.

P.S, If moderators want to place this post in the working hacks sticky, feel free. And link to it!

hf,
-blnk.

therealD4RkSouL
12th September 2006, 21:53
Nice tut, thansk alot!

the Programs u do need are @ mpcd!

emwu1988
12th September 2006, 21:56
gj, now there's everything in place ;)

joepwn
12th September 2006, 22:25
Nice Tutorial blnk.

MuZel
12th September 2006, 22:25
Wow nice belink.
I think i will give this a go, brilliant!!

Dolein
12th September 2006, 22:29
Sticky this, people will love it.

Nice tut.

silent_morpheus
12th September 2006, 22:49
And this will probably get me one more step closer to being a moderator...mwuhahahaa..

Um.. No.

Anyways.. Nice Tutorial covering the basics material hacks.

(Kinda wished you didn't post the exact method but meh)

knileb
12th September 2006, 22:57
(Kinda wished you didn't post the exact method but meh)

So? Valve and the VAC Team know what we are doing. Its been posted many times before aswell.

123cr1q123
12th September 2006, 23:16
Great tutorial! No doubt this should get you a + for moderation. Just 1 question: Im trying to do this for custom maps like de_cpl_fire, de_mill, de_strike and some others. I cant find them in the materials folder so I was wondering where I would be able to find them?

knileb
12th September 2006, 23:20
Open the bsp file from the cstrike\maps folder using GCFScape. I am gonna update my fullbright maps + nohands/glass etc with it eventually.

timon
12th September 2006, 23:25
Nice tut belink! Love ya lol.

123cr1q123
13th September 2006, 04:51
Open the bsp file from the cstrike\maps folder using GCFScape. I am gonna update my fullbright maps + nohands/glass etc with it eventually.

When I try to open them it gives me a error invaild file version? The files signature does not match.

How do I get around that?

knileb
13th September 2006, 13:53
I can open all bsp files fine. Are you sure you are opening the right map? I'm in the middle of a fullbright mill now.

Flash™
13th September 2006, 16:36
And this will probably get me one more step closer to being a moderator...mwuhahahaa..

How incredibly sad...

knileb
13th September 2006, 16:40
How incredibly sad...

Yeah, though it was the first day of getting my internet back after 2 weeks. And i'm not feeling too well...*cough*

It was only a joke. By reading this, you agree you cannot whine about it anymore.

Flash™
13th September 2006, 16:42
Kk :)

But also you have only 296 posts ^^

Sin...HAx
13th September 2006, 19:35
nice just got it to work!!!! with this can u make walls transparent?
if so under transparency wat do u put?
thanks in advance ;)

knileb
13th September 2006, 20:15
You can make everything transparent, by just using the code:


"$translucent" "1"


Or you could just use the already existing FS Wallhack 1.1. Only the extracter, not the loader. The tutorial was just for simple "how-to" edit VTFs and VMTs.

Sin...HAx
13th September 2006, 20:17
its good because if i did it on a wall would it go transparent

"$translucent" 1

then changed the material?
sorry being a noob first time at this

123cr1q123
13th September 2006, 22:05
I can open all bsp files fine. Are you sure you are opening the right map? I'm in the middle of a fullbright mill now.

Okay I went into my USERNAME\counter-strike source\cstrike\maps folder

It doesnt allow me to open them there for some reason :/

Its not even in the Counter-strike source shared folder you first directed me too?

Dolein
13th September 2006, 22:18
Can doors not be transparent? I edited them and nothing happened. I know I did it correct though, because I changed their material to glass, and that was there, so I did it right.


Do I put the "translucent" "1" line in the same spot for everything?

knileb
13th September 2006, 22:45
..



"$surfaceprop" "glass"
"$translucent" "1"

That should be whats in there, under the basetexture line. Then place it in the correct directory (steamapps\*youraccountname*\counter-strike source\cstrike\materials\de_dust\)

Let me go through this again:

In GCFScape, say you open cstrike\materials\models\player, which goes to the player models. Extract them to a new folder, edit the models, then save them. Now in your own cstrike directory (*youracconutname*\counter-strike source\cstrike) make a new folder called materials, open it, make a new one called models, then paste all the model folders there.

GCFScape folders:
http://i20.photobucket.com/albums/b241/sonicgamehacker/gcfscapetutorial2.jpg

Real folders:
http://i20.photobucket.com/albums/b241/sonicgamehacker/gcfscapetutorial3.jpg

Sin...HAx
13th September 2006, 22:56
no mate still dnt work here is my code
"unlitGeneric"
{
"$baseTexture" "de_dust/door011"
"$surfaceprop" "glass"
"$translucent" "1"
// "$bumpmap" "de_dust/door011_normal"
// "$envmap" "env_cubemap"
"%keywords" "cstrike"
}

and it works the glass breaks on the door but its still has a wood texture u CANNOT see through it

knileb
13th September 2006, 23:05
"UnlitGeneric"
{
// Original shader: BaseTimesVertexColorAlphaBlend
"$baseTexture" "de_dust/door11"

"$surfaceprop" "glass"
"$translucent" "1"
// "$bumpmap" "de_dust/templewall03b_normal"
"%keywords" "cstrike"
}

This is the code straight from the FS Wallhack's door texture (but instead of doorhack it loads door11). Try replacing it with that.

Sin...HAx
13th September 2006, 23:49
nope sorry mate the doors just turn pink lol

123cr1q123
14th September 2006, 03:48
Okay so I just checked most of the custom CAL maps and most of them were already done from the FS wallhack? Im guessing because the maps have the same textures in the walls as some other maps like dust2?

Another thing most of the walls in de_cpl_fire are done but there is some sections that arnt, along with the fences... Is there anyway I can remove them from the fences in fire so it looks like a fence otherwise it looks like a wall lol.

Ill post screenshots later if you dont understand what Im saying.

Thanks for the help.

sLaYeR-eS-Me
14th September 2006, 04:07
their are several other commands.. you can use the Alpha channle to set brightness if i remeber correctly , but that only works if you use Additive also.. i used this when creating doors and boxes for FS wallhack, with this method you can tell where a box starts(shootable) and where a wall is (not shootable). more to come laiter :O


nope sorry mate the doors just turn pink lol

you have to make sure that you have a door11.vtf in your de_dust folder

Sin...HAx
14th September 2006, 09:47
ye i have done everything i also did this

"lightmappedGeneric"
{
"$baseTexture" "de_dust/templewall02"
"$alpha" 0.75
"$surfaceprop" "sand"
"$bumpmap" "de_dust/templewall02_normal"
"%keywords" "cstrike"
}


or will that not work do i need to do it on the door

V1P3R13
25th September 2006, 03:48
Is it possible to do it to a map like scoutzknivez?

ihateacid
25th September 2006, 04:21
Is it possible to do it to a map like scoutzknivez?

yes, but u need to find the textures used, then customize them, then ur done :P

knileb
25th September 2006, 15:12
Open the bsp file in GCFScape. Then just edit the vtfs/vtms in the materials folder.

emwu1988
25th September 2006, 19:52
does sb have an alternative for GCFScape, cause I can't open .bsp files in it ?

wax
26th September 2006, 00:32
nice tut

Giraffe
8th October 2006, 06:13
You can do the whole process about ten times faster if you use VTFedit to get the .vmt files instead of GCFscape.

Then, get the names for the .vtf files from the same place.

XxSystemxX
8th October 2006, 10:47
Sweet tut, thanks.

Carp3
8th October 2006, 23:44
Hey dudes, like, where the **** is inferno ? lol.
And i can't get it to open, through /maps.

Without game open, gives a hl2.exe error, with it open, it says one game already open.
If i extract the selected map, he extracts the map. lol

nice tut btw, :P

knileb
8th October 2006, 23:49
Hey dudes, like, where the **** is inferno ? lol.
And i can't get it to open, through /maps.

Without game open, gives a hl2.exe error, with it open, it says one game already open.
If i extract the selected map, he extracts the map. lol

nice tut btw, :P

I dont really understand what you want to do. Do you want to extract all the textures+vmts for de_inferno? Arent they in the gcf?

(now that you mention it...I cant find it either.)

Carp3
9th October 2006, 00:02
I dont really understand what you want to do. Do you want to extract all the textures+vmts for de_inferno? Arent they in the gcf?

(now that you mention it...I cant find it either.)

lol, yeah... there are no where where they suppose to be, i guess, it's a steam map....
still, how do you extract maps, such as: de_cpl_mill,de_cpl_fire,de_strike, you know maps that are only in your maps folder.
and still maps that are in your gcf, but not in materials..

knileb
9th October 2006, 00:56
As I said, you can open .bsp files with GCFScape. The only thing is, I tried making a fullbright cpl_mill, though it didnt seem to work.

Carp3
9th October 2006, 02:01
Can you explain that simple .step how ?

knileb
10th October 2006, 22:19
Can you explain that simple .step how ?

Well I dont exactly know what to do yet. Lots of the textures have -xxxx numbers in their names. It seems editing the vmts without the numbers (deleting the numbers) is the right way to do it. Though, I changed all of the textures (deleting the -numbers) to fullbright, only a couple of textures changed to fullbright. It seems some of the textures are not in the bsp. If anyone could shed more info about this, it'd be appreciated. :)

Kba
13th October 2006, 13:03
What about the player models mates ? I tried to do some but they just dont want to be transparent . Its easy to get them black , green , yellow etc... but what i was only able to do was to get them invisible !! right , just like hollowman . Was quiet funny yes but not really easy to play :) Thanks in advance if any have some advices .

PS : sorry for my bad english .

knileb
21st October 2006, 16:11
What about the player models mates ? I tried to do some but they just dont want to be transparent . Its easy to get them black , green , yellow etc... but what i was only able to do was to get them invisible !! right , just like hollowman . Was quiet funny yes but not really easy to play :) Thanks in advance if any have some advices .

PS : sorry for my bad english .

Player models are consistency forced. Not possible.

As for the custom materials/maps, Its harder then I thought.

werash
21st October 2006, 20:25
Cpl_mill uses very few custom materials; the CAL/CPL/DAV logos for example... but that's about it -- the rest is default stuff. There is apparently no way to extract or replace the logos, because they have a \ in their filename.

image=decplmill0000bl0.jpg (http://img188.imageshack.us/my.php?image=decplmill0000bl0.jpg)
image=decplmill0001eg1.jpg (http://img105.imageshack.us/my.php?image=decplmill0001eg1.jpg)
image=decplmill0002lj7.jpg (http://img415.imageshack.us/my.php?image=decplmill0002lj7.jpg)
image=decplmill0003ci4.jpg (http://img415.imageshack.us/my.php?image=decplmill0003ci4.jpg)

chea
22nd October 2006, 00:02
what about de_cpl_fire :D

werash
22nd October 2006, 01:20
what about de_cpl_fire :D

It uses a lot of custom materials, which is a problem. These materials can't be overridden like the ones in the .gcf files.

image=decplfire0000am2.jpg (http://img120.imageshack.us/my.php?image=decplfire0000am2.jpg)
image=decplfire0001zf1.jpg (http://img120.imageshack.us/my.php?image=decplfire0001zf1.jpg)
image=decplfire0002ms0.jpg (http://img127.imageshack.us/my.php?image=decplfire0002ms0.jpg)

The materials that aren't white in the screens cannot be modded. Custom materials are taken directly from the .bsp files.

paskajooseppi
22nd October 2006, 09:45
Does anyone remember the script where you pointed to a texture and pressed a key and a message came to left corner telling you where that texture is. I would need it. If someone could be so kind and post it here.

werash
23rd October 2006, 16:12
Use "surfaceprop" or "mat_surfacemat". Both of them can be rather vague at times... blame VALVe.

Speeders
18th December 2006, 03:47
you should be a mod for CSS Honostly.

DarkBeast
7th January 2007, 02:52
Thx for the tutorial but I got a problem :/.

I want to edit the textures from cs_office to have transparent doors and boxes. Now i extracted the .bsp file, opened it and extracted the files from it.

Now here comes the problem, files are called like this "offgaragedr_1004_-1128_-95.vmt", ok I opened it and wanted to edit but then in the file the code is like this

"patch"
{
"include" "materials/METAL/OFFGARAGEDR.vmt"
"replace"
{
"$envmap" "maps/cs_office/c1004_-1128_-95"
}
}

now this is completly different than in the tutorial, I tried to edit it anyways but it doesnt works. :/, same for cs_assault etc. (always those maps where you have to extract the files from the .bsp file)

werash
8th January 2007, 10:36
(always those maps where you have to extract the files from the .bsp file)

Why would you have to do that?

knileb
8th January 2007, 15:13
Why would you have to do that?

Because the map uses its own custom textures.

I have not come across a workaround for this except from finding every single texture you want to change manually through mat_surfacemat.

werash
8th January 2007, 23:53
Because the map uses its own custom textures.

The map in question - cs_office - doesn't use any custom materials. They can all be found and extracted from the pack files. I've never had the need to extract a material from a .bsp file, and don't see the point.

Also, if a map actually uses custom materials, they cannot be edited.

DarkBeast
14th January 2007, 07:24
Yea I figured, so I wanted to make the door in the garage transparent (in cs_office). I unpacked offgaragedr.vmt and *.vtf.

Then I opened the vmt file and added the translucent code, after that I opened photoshop, loaded the vtf file, added a new channel, made it light grey and saved it with template "Compressed Texture With Alpha".

All I got was a grey texture in game, I couldnt see through :/ ...

Other try was in cs_assault, I wanted to make the doors transparent now here the problem was the texture for the door was in a different .gcf file "source materials.gcf", I changed and saved it to different folders just to be sure but here nothing happened ..

So my 1st question obviously is why the door in the garage (in cs_office) just became grey and not transparent ?

The 2nd, can I just make textures transparent which are in the "counter-strike source shared.gcf" file or textures which are in other .gcf files too ?

Oh well sorry for my crappy english ... I will still try a bit around, but a bit help would be nice xD

werash
14th January 2007, 12:26
The 2nd, can I just make textures transparent which are in the "counter-strike source shared.gcf" file or textures which are in other .gcf files too ?

CS:S uses a lot of materials from the original HL2, something that a lot of people here seem blissfully unaware of. Yes, it is possible to edit them, but you will need to make sure you place them correctly.

If you edit materials from the "source materials.gcf", you will need to create a second materials folder here:

Valve\Steam\SteamApps\****\counter-strike source\hl2\materials

They will not work if placed in the cstrike materials folder.

DarkBeast
14th January 2007, 13:50
I know but it didnt work :(. Hmm from my post count and join date you can see I dont post very much, mostly I figure my problems myself out but this time I just dont know what Iam doing wrong here. Its like a miracle lol :/

I changed the metalcrate002b.*, it should be the door in cs_assault but nothing happened. Ive tried different folders, the one u mentioned too but like Ive said nothing happened here :(.

The only thing which comes right into my mind .... does hl2 look for case / lower sensitive names in folders ? or doesnt it matter if iam making a folder called "Props" or "props".

Iam going to try out now again a abit around, thx for trying to help.

EDIT: Hooray at least my 1st question is solved, I downloaded and installed the newest version of Photohop (Trial), and now it works. Before I just edited the materials with Photohshop Elements and it didnt work, guess it saved the textures somehow wrong.

Dang it, ok I made all right :P the problem was, the texture which was shown if I had my mouse over it, was the texture behind the door omg ...

Now I cant find out which is the texture for the door in cs_assault, the green one. I made all doors in the metal folder translucent but there wasnt the door :/ ... anyone knows which texture it is ?

werash
14th January 2007, 16:43
Now I cant find out which is the texture for the door in cs_assault, the green one. I made all doors in the metal folder translucent but there wasnt the door :/ ... anyone knows which texture it is ?

I think you could try opening cs_assault in VALVe Hammer Editor, and find out the proper material from there.

knileb
14th January 2007, 18:22
If you edit a file in the materials folder, you need to place the dir:

Steamapps\*YOURNAME*\counter-strike source\cstrike\materials

For example, if you edit nightvision.vmt in the effects folder, to make it work ingame you have to put [nightvision.vmt] here:

Steamapps\*YOURNAME*\counter-strike source\cstrike\materials\effects

werash
14th January 2007, 19:31
If you edit a file in the materials folder, you need to place the dir:

Steamapps\*YOURNAME*\counter-strike source\cstrike\materials

Yes... but this does not apply to files from "source materials.gcf".

tumuskle
15th January 2007, 20:38
i haven't been able to get the textures transparent...example the dust doors. Or any other..infact the McNastys map pack has nothing transparent really. Its in the right directory. I did fix the code as stated..any thoughts suggestions?

Illumino
13th March 2007, 17:45
Any solution about editing the mats from cutom maps now?
I tryed to extract the files found in the .bsp file, edited it. and placed it in the materials folder... it was like :
materials/fy_iceworld/all the files i got from the .bsp

but nothing changed, any solution?

Or do i maybe need to pack the edited files to .bsp again? if so, how?

junrongsu
16th June 2007, 06:27
btw its vmt not vtm

cuteharez
16th June 2007, 07:04
Nice guides, But is it possible if you list down all the commands.

haxormonster
28th August 2007, 00:36
yeah listing all the commands would be nice =D

purepunk
28th August 2007, 02:45
small prob using ur tut i made this

"lightmappedGeneric"
{
"$baseTexture" "de_dust/door011"
"$surfaceprop" "glass"
"$translucent" "1"
// "$bumpmap" "de_dust/door011_normal"
// "$envmap" "env_cubemap"
"%keywords" "cstrike"
}

gives glass effect but no transperency any adivce? btw london rules :D

emwu1988
28th August 2007, 02:57
you need a glass/transparent texture file (door011.vtf in this case)

purepunk
28th August 2007, 03:07
wat do u mean?

haxormonster
28th August 2007, 06:09
try using "$alpha" "0.50"


for example:

"lightmappedGeneric"
{
"$baseTexture" "de_dust/door011"
"$surfaceprop" "wood"
// "$bumpmap" "de_dust/door011_normal"
// "$envmap" "env_cubemap"
"%keywords" "cstrike"
"$alpha" "0.50"
}

UltraFreak
28th August 2007, 12:49
I haven't read the full thread, but a couple of things you may want to know and/or keep in mind.

1] Even though textures usually have materials specific to them, certain textures are shared between several materials. In these situations you'll need to find the right material. [Example: de_inferno uses the texture "materials/models/props/de_prodigy/wood_pallet_01", where as the actual material used for this is "materials/models/props/de_inferno/wood_pallet_01".]

2] You can't simply apply any property to any surface, for example, you can't use $alpha on a model surface. Generally $translucent and $additive are the most multifunctional.

3] Use "mat_crosshair" where ever possible. It's the most accurate of the bunch, as it actually tells you the material used instead of the texture used.

4] Another problem I ran accross, adobe photoshop 7 did not seem to properly output the transparancy layer. I used Adobe imageready instead, this succesfully produced the alpha layer in my images.

purepunk
28th August 2007, 22:28
thanks works now :D time to edit all of the dust walls... sign btw i wanna make a map hack for ak colt map i get the .bsp extract files make em transpernt but it doesnt work when i place em in materials...

UltraFreak
29th August 2007, 01:48
When your game looks for materials, it does so in this order:

1] Map.bsp
2] cstrike/materials/*.*
3] Game content (*.GCF)

Maps will generally use 90-100% original content, making them (near) fully 'hackable', however any files that are included in the map.bsp are going to be 'impossible' (by normal means).

TheFour
13th September 2007, 17:36
I'm on Vista. Will downloading the .net v1.1 framework or whatever needed for vtfedit **** me up?

thanks

WeedIsMyCheat
14th November 2007, 17:09
is it possible to do this on sprays 2?

Skelletor22
14th November 2007, 19:51
it is possible to do it on your own spray but not on others.

knileb
15th November 2007, 06:20
If you want to turn off Sprays, WeedIsMyCheat, type r_decals 0 in the console.

shane862
16th November 2007, 21:44
hey belink. I have been trying to do this for a couple of months now. I haven't got it to work yet. the stuff sounds like glass but yet i cant see through it. i put the translucent code in it and everything. so i was wondering do you think you could email the ones you made to me??

thanks

TheChrist
7th February 2008, 20:44
How would I go about making a wallhacked model?

I can make them fullbright, but I don't really need that...

Lisa
7th February 2008, 20:49
Player models?

$ignorez 1 but in most cases you won't be able to pass the consistency checks with that anymore.

TheChrist
8th February 2008, 13:47
Player models?

$ignorez 1 but in most cases you won't be able to pass the consistency checks with that anymore.

Hmm, but in TF2 the players are wallhacked yes? not the walls?

Lisa
8th February 2008, 13:54
Shouldn't make any difference whether it's CSS or TF2, both is possible (but mind what I said about the consistency check in my previous posts).

I just don't know if TF2 servers with consistency enabled forbid the usage of $ignorez for the player models yet.

battlingsheep
21st February 2008, 03:54
please could you tell me how to make seethrough wall/door textures. can css find out you are using these textures?

thanks

knileb
21st February 2008, 14:41
please could you tell me how to make seethrough wall/door textures. can css find out you are using these textures?

thanks

No, CS:S cant find you are using these textures.

Did you even read the post? :|

Skelletor22
21st February 2008, 21:19
here you guys go:

these are 2 sample shaders i took out of 2 different mat hacks i made.

the xqz style is the code for like players and guns to see through the walls.

and the asus style are transparant walls. Note: for the transparant walls you need to put 1 texture on the right location (you can see the location in the shader) and that texture will be transparant .

battlingsheep
22nd February 2008, 23:14
what you said didnt really make much sence. where do i put this file you sent me?

thanks

i tried your tutorial and all i get is a door sounding like glass when i shoot it. i cannot see through it.

help please :)

actually... instead of changing every texture which is hard... is there a way to get characters to be seen through walls by editing the character skins?

knileb
23rd February 2008, 00:02
actually... instead of changing every texture which is hard... is there a way to get characters to be seen through walls by editing the character skins?

Nah, sv_consistency blocks that.

battlingsheep
23rd February 2008, 00:39
i cant find where any of the crates are for dust and aztec

also why cant i find de_office anywhere?

where can i find a premade archive that i can use?

also.. is there a quick way to find a texture?

HELP! i keep getting a message ingame from steambans saying it cant identify steam ID... have i been caught?

Sheep
24th February 2008, 21:10
I can't appear to make the walls transparent, at the moment I've made them grey. Could anyone help? ty btw: i'm using VTFEdit

Skelletor22
24th February 2008, 21:36
open the .vmt with notepad and add the command: "$translucent" "1" on a sepperate line

Sheep
24th February 2008, 22:29
still not transparent

this is what the vtm displays:

LightmappedGeneric
{
"$basetexture" "plaster\offwllb"
"$surfaceprop" "plaster"
"$translucent" "1"
"$bumpmap" "plaster/offwllb_normal"
"$envmap" "env_cubemap"
"$envmapcontrast" "1"
"$normalmapalphaenvmapmask" "1"
}

anything need fixing there?

Skelletor22
24th February 2008, 23:47
i use thise shader on all my walls.

LightmappedGeneric
{
"$basetexture" "glass\unbreakable"
"$translucent" "1"
"$envmap" "env_cubemap"
"$envmapmask" "glass\unbreakable_ref"
"$surfaceprop" "glass"

}

Sheep
25th February 2008, 00:18
i use thise shader on all my walls.

LightmappedGeneric
{
"$basetexture" "glass\unbreakable"
"$translucent" "1"
"$envmap" "env_cubemap"
"$envmapmask" "glass\unbreakable_ref"
"$surfaceprop" "glass"

}

is there away to just make the walls transparent, not turn the texture into glass if you know what i mean?

knileb
25th February 2008, 01:58
is there away to just make the walls transparent, not turn the texture into glass if you know what i mean?

Just use the default VMT with the $translucent 1 .

Sheep
25th February 2008, 14:22
Just use the default VMT with the $translucent 1 .

ahh, ok. The reason i was trying to edit vtf is because the ones I have at them moment are too transparent. I would've like to make them abit more solid. How would I do this?

Skelletor22
25th February 2008, 21:12
you want to much i dont know srry.

Sheep
27th February 2008, 00:46
you want to much i dont know srry.

sorry, what i meant is that its hard to tell when the wall ends because the walls are really see-through. So is there anyway to make them darker (btw I don't have photoshop)

knileb
27th February 2008, 15:16
He knows what you want, he doesnt know how to do it.

Skelletor22
27th February 2008, 21:23
yep i dont know how. thats why i like the tacticle advanged material wallhack. :D

then the players have a different color when standing in front of and behind a wall.

Sheep
27th February 2008, 23:57
He knows what you want, he doesnt know how to do it.

and you?

battlingsheep
28th February 2008, 01:44
to make them solid but still clear, put this at the end of it

"$alpha" "0.75"

the lower the number the more transparent.

by the way dont use what these other guys are saying i.e 'transparent 1' or somehting

llooden
9th March 2008, 11:14
one question.
Yes, it works good.
no one metod not need SV_Consistancy bypass??
and this cant be VAC detected...
Yes?

knileb
9th March 2008, 16:33
one question.
Yes, it works good.
no one metod not need SV_Consistancy bypass??
and this cant be VAC detected...
Yes?

Yep, thats correct.

Sandland
9th March 2008, 16:46
Isnt there any way to make like 7 files transperent once?
because it takes so much time -.-

knileb
9th March 2008, 18:51
Holz made a script a while ago for IRC which did something similar, it's still in the IRC forum if you know anything about IRC scripting.

(which you probably don't)

Naidisbo
17th March 2008, 04:05
Is there like a way to get the players to show through the walls without making the walls transparent. You know like the Team Fortress 2 mat hax.

Lisa
17th March 2008, 04:11
There is but you won't find many servers you can connect to with such modified player materials.

Naidisbo
17th March 2008, 04:30
You could still say though. I want to test it.

Lisa
17th March 2008, 04:32
Well ,most servers have consistency checks enabled, just to let you know.

Now.. you could take the colored players from the legal cheats thread, open the vmt files with any text editor, and simply add a
$ignorez 1
line to the other material variables.

Naidisbo
17th March 2008, 23:20
So it would be.

"UnlitGeneric"
{
"$baseTexture" "vgui/blue"
"$model" 1
"$ignoreZ" "1"
}

Lisa
17th March 2008, 23:26
I don't know what "players" you downloaded but you basically have to add $ignorez 1 to the other material variables, yes.

mrdoctor232
29th April 2008, 19:42
how could i do this for office? trying to make that pillar in the front glass

EatSubway
5th May 2008, 02:48
Will this work with servers running zBLock?

toysrus
26th September 2008, 02:06
If anyone is still having problems not making the doors transparent copy this then it should work :bunny:


LightmappedGeneric
{
"$basetexture" "glass\unbreakable"
"$translucent" "1"
"$envmap" "env_cubemap"
"$envmapmask" "glass\unbreakable_ref"
"$surfaceprop" "glass"

}

Irkie500
28th October 2008, 01:58
I added all the code lines I needed to for the assault walls and doors, and placed them in programfiles\steam\steamapps\myname\counter-strike source\cstrike\materials\cs_assault(the folder i created) and nothing works perhaps someone can tell me whats going on?

sLaYeR-eS-Me
28th October 2008, 02:50
I added all the code lines I needed to for the assault walls and doors, and placed them in programfiles\steam\steamapps\myname\counter-strike source\cstrike\materials\cs_assault(the folder i created) and nothing works perhaps someone can tell me whats going on?

did you rename the file names or anything like that? make sure every file you edited has the same name that it did before you extracted it from the gcf and also post the code you used.

Irkie500
28th October 2008, 03:38
none of the files were renamed at all, also i only copied the files that i edited perhaps thats the problem? heres the code anyway.

Brick Wall
"LightmappedGeneric"
{
"$baseTexture" "cs_assault/assault_brick1"
"$translucent" "1"
"$Surfaceprop" "glass"
}

Door
"LightmappedGeneric"
{
"$baseTexture" "cs_assault/assault_door1"
"%keywords" "cstrike,dod"
"$translucent" "1"
"$Surfaceprop" "glass"
}

ok the walls are showing that they are glass but not see through, perhaps i missed a couple let me double check.

im assuming assault uses generic textures for some of these because the bottom half of the building is still brick and same with the doors, where can i find these and where do i place them when they are modified? thanks.

sLaYeR-eS-Me
28th October 2008, 04:30
none of the files were renamed at all, also i only copied the files that i edited perhaps thats the problem? heres the code anyway.

Brick Wall
"LightmappedGeneric"
{
"$baseTexture" "cs_assault/assault_brick1"
"$translucent" "1"
"$Surfaceprop" "glass"
}

Door
"LightmappedGeneric"
{
"$baseTexture" "cs_assault/assault_door1"
"%keywords" "cstrike,dod"
"$translucent" "1"
"$Surfaceprop" "glass"
}

ok the walls are showing that they are glass but not see through, perhaps i missed a couple let me double check.



im assuming assault uses generic textures for some of these because the bottom half of the building is still brick and same with the doors, where can i find these and where do i place them when they are modified? thanks.

I believe you will also need [Concrete] [Plaster] and [Metal] Folders.

Irkie500
28th October 2008, 17:47
now i just need to sift through and find the ones i need, or just change them all...

sLaYeR-eS-Me
30th October 2008, 04:36
now i just need to sift through and find the ones i need, or just change them all...

yes that is an option :shocked:

SouthKill
9th December 2008, 01:06
how do i find textures of boxes for example?
ok i solved the problem myself by changing the texture to a glass texture.
but now i have anew question i want to change this texture

Texture: CUSTOMS/BLUE_BLOCK3D
Texture: CUSTOMS/RED_BLOCK3D
Texture: CUSTOMS/ORANGE_BLOCK3D
Texture: CUSTOMS/YELLOW_BLOCK3D
Texture: CUSTOMS/PURPLE_BLOCK3D


if i create a folder called customs and make the vmt files myself it doenst seem to work, do u know what im doing wrong?

SteeNN
28th February 2009, 23:44
nice tut

SuprNovaAO
1st March 2009, 00:59
how do i find textures of boxes for example?
ok i solved the problem myself by changing the texture to a glass texture.
but now i have anew question i want to change this texture

Texture: CUSTOMS/BLUE_BLOCK3D
Texture: CUSTOMS/RED_BLOCK3D
Texture: CUSTOMS/ORANGE_BLOCK3D
Texture: CUSTOMS/YELLOW_BLOCK3D
Texture: CUSTOMS/PURPLE_BLOCK3D


if i create a folder called customs and make the vmt files myself it doenst seem to work, do u know what im doing wrong?

it's the way the textures are included/placed on the walls and on this specific map they are directly loaded from the bsp file.

ivan006
10th March 2009, 21:23
Works Perfect :)

Im found this List:


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

Its for "$surfaceprop" "xyz"

linust
7th July 2009, 20:37
Hi All,

I have almost all vmts modified but have servers that do not work my hack material. Anyone Can help me?

SuprNovaAO
7th July 2009, 21:05
sv_pure...

Cavalier Guy
26th October 2009, 18:51
I really appreciate your tutorial. I sent you a PM regarding a question about it. Hopefully you'll be able to help with my issue.

Youtubeawesome
27th December 2009, 02:39
How do I make them so I can see them through the walls??

fawk3s
7th January 2010, 15:27
so is this like a material hack?
do they actually work in all servers? because last time i tried FS WH didnt work in all servers.

thanks in advance,
fawk3s