HL2 and CSS Skinning Guides -1 reply

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Yamaa

Don't mess with the sly guy

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3rd July 2005

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#201 15 years ago

ok, thank you




Avantoll

Want a piece of Popcorn

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19th February 2005

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#202 15 years ago

I read the tutorial how to recompile tga to vtf, but i always get the same error: Problem figuring out outputdir vor c:/vtex/muzzleflashx I´ve done everything like explained, but i always get the same error :/




Fragger

ε..з

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22nd April 2002

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#203 15 years ago

1. Open a Windows Explorer window (Windows key + E). 2. Go to Tools > Folder options. 3. Select the “File Types” tab and scroll down until you see the TGA extension. 4. Click TGA so that it is highlighted. 5. Click the “Advanced” button at the bottom of the panel. 6. You should now see the “Edit File Type” panel. 7. Click the “New…” button. 8. In the “Action:” box type “TGA to VTF”. 9. Now click the “Browse…” button and locate your vtex.exe file. (It will be in “bin” directory wherever you have installed HL2. For example c:\hl2\bin) 10. The “Application used to perform action:” box should now read something like “C:\hl2\bin\vtex.exe "%1"". 11. Click in the little box next to “Use DDE". 12. In the “Application” box type “vtex”. 13. In the “Topic” box type “System”. 14. Hit OK on all the panels to accept the changes.




Avantoll

Want a piece of Popcorn

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19th February 2005

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#204 15 years ago

Thats exactly what i´ve done, but it does not work . sad%20%28frown%29.gif EDIT: Thats how my right-click-shortcut looks like from the settings(sry, it´s german, but i think you will be able to read it): prob.jpg




Guest

I didn't make it!

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#205 15 years ago

Well, one word for you, actually not so much as a word more of a sound: "Arghhhhhhhhhhhhhh!" Ok, now I've got that out of my system, I've changed my skin to TGA and edited it without any problems what so ever, though now now I've got the same error as many others ("Problem figuring out outputdir for C:/Work/hl2/materialsrc/textures/RedGuard") even though I have followed each one of the tutorials to the letter, then tried to make it work my self to no avail, so basically why won't it work? If it helps here is a screen of the files I'm using: shot02.jpg




Fragger

ε..з

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22nd April 2002

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#206 15 years ago

Look here: http://www.turfster.cjb.net/ Bloodline tools.




Avantoll

Want a piece of Popcorn

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19th February 2005

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#207 15 years ago

If this tool would just be able to port tga to vtf, then i would be happy :/ but my problem still stands in the room




Fragger

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22nd April 2002

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#208 15 years ago

From the readme:

Quick and dirty Bloodlines Tools version 3.9a build 210205-0055 --------------------------------------------------------------- (c) 2004-5 Turvy - All rights reserved. Etc, etc, etc. --------------------------------------------------------------- Features : ----------- Current features are : * VPK data extraction (001-009 and 101+103 contain data) * Texture conversion : * TTZ->VTF, TTZ->TGA * VTF->TTZ, VTF->TGA * DDS->VTF, DDS->TTZ Conversion to TGA currently supports these pixel formats : * DXT1 (no alpha) * DXT3 with explicit alpha * DXT5 * RGBA8888 and BGRA8888 * BGR888 * Texture header modification * Rudimentary (=useless at the moment) model information * Model texture path and texture name changing! (Ugly hack, don't overuse) * Map entity editor! (Extremely rudimentary, no interface) * Savegame unpacker (nothing useful as of yet) * Savegame trimmer (warning, *only* use for mod creation testing)

Notes : ------- * When converting textures to TTZ, the TTH file is needed in the same directory. This file is *also* edited, so don't forget to copy the new TTH too, if you're working in a different directory.

* The texture path/name changing is a really ugly hack, so don't overuse it. Don't forget to COMMIT any changes you made when you're done. Don't commit UNTIL you're done changing either tho, unless you want the file to be bloated with useless dead info ;)

* The savegame trimmer removes all savegame information except for the current map information. This means your inventory, quests and stats are saved, as well as some location specific data, and that modified map info is reloaded from the BSP files so you can check out your mods. However, ALL the other information for other places will have been stripped, meaning that for example in the SM Hub, you can see Mercurio drag himself back into the appartments, and talking to Bertram takes you back to the Sabbat Warehouse. You've been warned ;)

History : --------- v3.9a build 210205-0055 + Assigned VPKTool to open VPK files as default in windows and show their contents + Both search fields (VPK list and map) now work with the classic F3 key.

v3.8a build 050105-1935 + Added texture header modification + Expanded find function for VPK list

v3.7g build 301204-1725 * Fixed a zlib decompression error that occured in heather_body.ttz

v3.7g build 271204-2300 * Fixed the DXT5 alpha decoder. Sorry about that people.

v3.7f build 221204-1350 * Rewrote the VPK file opener. + Added find function to VPK list.

v3.7e build 141204-2310 + Savegame trimmer

v3.7e build 141204-0110 + Savegame unpacker to HL1/HL2/HL3 (not really useful yet, but work in progress) + Find/Find next functions in mapeditor + Maximizing works now, input fields change size to follow suit.

v3.7d build 101204-2355 + VERY rudimentary map changing option

v3.7c build 091204-1020 + Texture path/texture name changing option

v3.7b build 081204-0200 + More model information

v3.7b build 071204-1820 + DXT3 texture decoding + This help & about box

Contact : --------- You can leave feedback for me on the forums at planetvampire.com where I go by the nick Turfster.

Open as tga, edit and save as dds. Then convert to vtf.




Guest

I didn't make it!

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#209 15 years ago

Damn it! My version of Photoshop won't save em as .dds! Know of any free programs(or trials) that will?




Fragger

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22nd April 2002

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#210 15 years ago