NOTE: This page is under construction
I was making a map was was like “Wow, there are no good textures for a real feel!” so this was brought into my head! these are ALL hi-res textures. Most are bump mapped, Some are refracts. these were made in Adobe Photoshop CS3 from Pictures i took, and from MISC online sources. They are ALL correct VMTs with reflections and Specs. it took me a long time to make these, I hope you enjoy them!
Features: – Over 540 Textures (543 To be exact!)
- 3 Blend Textures.
- 192 Bump maps
- Made with Crazy Bump
- 10 Refracting Glass textures
- VTF count (including Bump maps):
- 21: 1024×1024
- 597: 512×512
- 130: 256×256
- 5: Under 256×256
RealWorldTextures is finially here! This is my sequel to the hit RealWorldTextures pack and it’s bigger and better!
2,003 VTF files
725 of those are Normal Maps
1,142 total textures for use in Hammer
This pack has taken a lot of time to make, so any comments would be great! If you like the pack please donate so I can keep on this stuff kind of stuff!
- You must credit me, TopHATTwaffle, in the map that uses these.
WaterSource has been a little side project that I’ve been working on for quite some time. Although that work has been done on and off with other projects this is still a rather nice pack of content. In this pack you’ll find the following items:
- Waterfall textures
- River textures
- Water related particles
- A custom, alternative water textures
- Water caustic textures
Here is a video of the waterfalls
The rest of the content can been seen here:
This is different from Water Source, lets just make that clear. What this is, is a pack of water textures for you levels. I did not make all of these, just snatched them up from as many places as I could. Here is a video showing what you’ll get in the pack.
These are my custom made 8-bit Mario textures that I made for Deathrun_Marioworld. The pack consists of what you’d find in Super Mario Bros.
This is a one of a kind map menu background. Every time you load the background is a bit different. The NPCs spawn differently, the lightning flashes randomly, and cables snap at random. This is truly a one of a kind background. In the mits of the storm, we open on a broken down factory. Stormy, rainy, leaky, and abandoned. But there is still one occupant left in this broken shell of a work place. Features: Dynamic lightning Dynamic NPC spawn Gnomey Random cable snapping Lightmap grid of 4
Detail sprites are an amazing thing, and they are so simple to use. This is a pack that contains a ton of detail sprites for you to use in your level. There is also a tutorial in the tutorial list that you can follow to make your own sprites. Here is an image of what detail sprites look like, in case you did not know.
This is a custom pack to help you get started on your soundscape adventures! It was created for tutorial #91.
This is the particle effect that was released in HL2 EP2 that contains a dynamic water particle effect. Here is what is looks like, see the middle of the picture.
This is a Windows 7/Vista gadget that will allow you to launch Source SDK applications fast and with ease.
Do you have what it takes to stop the AI from killing you before you can fix it? In this exciting DLC package for Portal 2 you will navigate detailed test chambers on your quest to stop the AI! If you make it, there is a special surprise at the end of the test!
There are 5 amazing new single player maps, and a new co-op map to play with your friends! If you test with a friend, and they hire that friend, they will give $1000 to you!
Download and Install Instructions:
Verify Portal 2′s game cache. Open Steam, navigate to Library then right click on “Portal 2″ then go to properties. Once properties is open, click on the Local Files tab, then click “verify integrity of game cache”.
Windows Users, download this installer: Download Wibi!Data Source Installer for Windows , and follow the instructions. When asked to choose a file path, choose the directory where Steam is installed. When the wizard completes there will the be an icon on your desktop. Double-click this icon to launch the mod.
Mac Users / Manual Windows Install, download then extract this: Download Wibi!Data Source Manual Install for Windows and OSX .zip archive.
For Windows: Browse to C:\Program Files (x86)\Steam\steamapps\common\Portal 2
For OSX: Browse to ~/Library/Application Support/Steam/SteamApps/common/portal 2/
Next rename “update” to “update.old”. Next place the extracted “portal2_dlc3” and “update” folders into this same location. To verify they should be in the same place as “portal2_dlc2” and “portal2_dlc1”
To revert back to playing Portal 2, rename the “update” folder to “update.wibi” and rename “update.old” back to “update”. Then rename “portal2_dlc3″ to “portal2_dlc3.wibi”. You can repeat this as necessary to switch back and forth.
Once installed, make sure Steam is running and Portal 2 is fully updated, then either double click on the desktop icon if you used the installer or launch Portal2 as normal if you used the .zip
You can also visit the Offical WibiData Webpage
|Hammer Splitter Editor|
…allows for the changing of Hammer viewport draw distances beyond Hammer’s built-in options. It also allows viewport types to easily be changed, and includes the option for the Logical (Entity Flowchart) viewport type not selectable in Hammer.
…a simple clone of GCFScape. Can read BSP, GCF, NCF, and VPK files.
|Mass VMT Editor|
…a straight forward tool that allows for the quick editing of VMT files by the thousands. Options include the change of Shaders and the addition and removal of Parameters and Proxies. For any VTF file selected, a skeleton VMT will be created if one doesn’t already exist.
…the most complex tool VIDE has to offer. Allows for the manipulation of PCFs, including quick generation of particle manifests, verification of unique element GUIDs across multiple files, movement of systems between files, and conversion between the three most common PCF formats.
…a simple form for structured editing of VBSP files.
…a simple tool for the interactive construction of VMT files.
…provides more interaction with Valve BSP files. The tool translates the file header into a table of human readable values and allows for the extracting and replacing of file lumps.
|Entity Lump Editor|
…a reincarnation of Entspy with an improved filter and ability to import from BSP, LMP, and VMF and export as LMP and VMF.
|Pakfile Lump Editor|
…another reincarnation, this one of Pakrat with a few improved features, such as more reliable scanning of a wider variety of content, more control over what is scanned for, extracting the Pak as an uncompressed ZIP, and showing more statistics about the contents of the Pak.
This is just a simple bat file that I made to help me cancel compiles when I would start one by accident. You’ll typically just keep the script open, and to kill the compile process you just strike any key.
This is a combination of multiple tools that you can use to protect your level from others. To learn more on these tools refer to this article: Protecting a Map From Decompiling
Propper is a compile tool that you can use to compile world geometry to a model file. This is typically used when you’ve made a really complex structure out of brush and it is causing problems in the compile process. You can learn more about the tools here: Propper on the VDC
This is a set of scripts that I whipped up a while ago to make VMPI workers easier. I no longer support these tools and you’ll have to figure them out on your own. (They come with a pretty easy set of instructions.)
VBCT does “Virtual Batch Compiles”, that is it doesn’t really create a batch file and let it run but rather launches and manages each task individually and captures all the output from it so errors can be detected and log files saved and parsed.
VBCT requires that that Steam and the Source SDK be installed (and run) and that the game you want to compile for has been installed and run at least once.
This tool works under Windows XP, WinXP 64, Server 2003, Vista and Vista 64 Operating Systems.
GCFScape is an explorer like utility that enables users to browse Half-Life packages and extract their contents. GCFScape supports .bsp, .gcf, .ncf, .pak, .vpk, .wad and .xzp packages and runs independently of Steam.
Nem’s Mega 3D Terrain Generator is a relatively new terrain generator that takes a step in a completely different direction. Unlike traditional generators where the user must depend solely on the generators generation abilities, this generator gives its users complete 3D control over what their terrain looks like. Users start off with a flat piece of landscape, then add to it with one, or a combination of many powerful generation options. They then have several tools at their disposal to literally grab the terrain and pull it as they want it. The terrain can be saved as a .tgm file for latter use and exported to a .map file for use in any map editing programs for Quake engine based games such as Half-Life. Additionally terrain can be exported as a .t3d for use in UnrealEd or a .rmf or .vmf file for use in Hammer or any number of other supported formats.
Prop rotation is a little tool that was made by an unknown person, sorry I forgot your name . But it randomly rotates props based on the settings that you give it. Try it out, but back up your level first!
Entspy is a tool that can view and edit the entity properties of a BSP file.
The program is useful for tweaking small entity properties without compile the map again.
The latest version of the program is version 0.8, released at the 2nd October 2005.
So for my mod, Portal 2 Lab Rat, we needed some basic brushes turned into models. There is already a tool for this, Propper. It’s a modified VBSP that spits out a model instead of a BSP.
The tool has been out since Source 2007, and has been updated to work with Source 2009. Yet, there is no Portal 2 support (As well as no L4D2 support). So I’ve spent some time working on this little thing to make this easier on us Portal 2 mappers.
At its core this is no more than 2 BAT files to make some folders and fire some commands. But it acts as a wizard and holds your hand through the model creation process. There will be some bugs, I doubt I will update this tool much, if you find something to break it let me know and I’ll do my best to patch it up.
Disclaimer: This tool modifies certain environmental variables in the Windows operating system. I am not responsible, and will NOT help you fix it if it breaks anything. Use this tool at your own risk.
BSPSource is a map decompiler for Source engine maps, written in Java. It decompiles .bsp map files back to .vmf files that can be loaded in Hammer, Valve’s official level editor.
Valve Map Extractor (VMEX) is a decompiler for Source engine maps. It converts BSP format files back into VMF format maps that can be loaded into Hammer. Since version 0.98g it supports all of Valve’s games up to Left 4 Dead.
As such, Map Analyst is also an alternative to Valve’s Bspzip application.
PackBsp is a program that makes it easy for mappers to embed custom models, textures, and other assets into their maps for games based on Valve’s Source engine. It does this by analyzing the map, determining exactly what custom content is being used and what dependencies might exist, and packaging everything into a single BSP file.
Pakrat is a GUI replacement for Valve’s Bspzip application. Pakrat has the ability to scan a .BSP file for all texture, material, and model files used in the map and automatically embed custom content into the .BSP file.
A relatively simple save options screen is used. To access VTF’s more esoteric features make your textures with VTFEdit.
There are two GIMP-specific features. You can:
- Specify a layer to use as the VTF’s alpha channel. This bypasses most problems with GIMP’s readiness to destroy the RGB data of fully-transparent pixels.
- Export each layer group to a different VTF file. Store related textures in one XCF!
The NVIDIA Normal Map filter creates normal maps from grayscale height maps. The filter UI provides a powerful 3D preview and a variety of filtering options. For MIP-mapped normal maps, the NormalMap Filter should be used for preview only, and then the grayscale map exported via the DDS plugin with “Normal Map Settings…” enabled. This will create a normal map with maximal detail and fidelity for all texture levels, without undesirable filter aliasing.
Crazybump is a wonderful program that makes normal and other kinds of maps for your texture creation needs. This is sadly a trial version – 30 day full.
This is an amazing tool made by SonicSight that allows you to make complex VMT files through a GUI. Most useful for it’s proxy support.
VTFEdit is a GUI frontend for the functions contained within VTFLib, an LGPL open source programming library. VTFEdit is a successor to VTFTool and is written by Neil “Jed” Jedrzejewski and Ryan “Nemesis” Gregg.
VTFEdit itself was written solely by Ryan and is a .NET based GUI tool for the creation and conversion of VTF and VMT files. It is a powerful tool allowing files of various formats to be converted to/from VTF format in all of the Source texture formats.
VTFEdit produces MIP maps and DXTn compressed images using nVidia’s nvDXTlib library, offering a wide range of formats and filters.
Other features include the ability to create normal maps from grey scale images, various sharpening filters for MIP Map generation, access to all VTF header flags, a simple tree based VMT creation system with GCF access, a WAD conversion tool, a batch conversion tool and a VMT creation wizard.
The newest version of VTF edit needs some additional runtimes to function properly. You can download them right under the normal download link.
This is a plugin for Photoshop that allows you to save and edit VTF images in Photoshop.
This is a windows shell extension that will show VTF images with a thumbnail. A must if you work with textures a lot.