Custom Textures In Hammer: Part 1

Custom Textures In Hammer: Part 1

WATCH IN HD Impossible presents A Source Tutorial Featuring HD Video Voice Narration Custom Textures In HAMMER Hello, and welcome to this tutorial Where you will learn how to put custom textures Into Hammer Editor So first, you’re gonna need these two tools VTFEdit and Paint.NET So, let’s get those things And Let’s see where we can download them. So, first you’re gonna need Paint.NET You can get this from So, you have to click download And you have to download .NET Framework if you haven’t got it already to run Let’s click that Click on Download Then it’s gonna take you to the next page… Just have to wait around. Until… The download starts. So, now you download it just wait around ’till it’s done And then you open it But i already got it installed so i’ll go back… So after downloading the .NET framework Then you can download paint.NET Scroll down the page and then you can click one of the pictures Pictures, and not the links. And then… Should have opened Just download and extract it… And install it. And next we’re gonna download VTFEdit From Nem’s Tools Just scroll down to the bottom of the page And click Download: VTFEdit And then click “Installer” And open the file. Download it Just open the file… Then… And follow the instructions to install the program. Next up, you will need the VTF Plugin for Paint.NET Also from Nem’s Tools. This plugin allows you to save your completed image file as a texture that can be imported into Hammer. So, download the archive Once you’re done, you’ll find some .dll files wich you’ll have to extract into one specific location. You have to extract them into C:/Program Files/Paint.NET/FileTypes Right there. So click OK And once you extracted it You have all the tools required to go on Alright, now that you have downloaded and installed all the required Software And have taken all the necessary steps It’s time to have some fun – Let’s make some textures. I recommend you go to It has the best pictures and files to make your own textures. Contains the best resources. It also has a little browser on the side so it’s really easy to find what you want. So let’s say that i want some Bricks It automatically snaps to that menu. Let’s see – i want some modern large bricks. Notice that the menu also changes. And – i want some brown bricks And finally There are the textures. So you can select and download any of these textures And you can start working with them. Make sure they have “tiled” in their name. If they’re not tiled they will look crappy because they’ll be looking repeated and it just won’t be good enough So let’s choose this one- And you have to download the picture that has the text “tiled” in it. So – just click that And just open it, And it’ll open with Paint.NET So, there you have it in the program And you can start working with it. You can post-process it Apply some effects and stuff… So i’m going to apply some sharpening This’ll make the details and roughness more outstanding And it should be used for one effect that i will explain in another video but for right now let’s keep it at a lower level. Now let’s save our work. Click save-as, Then you HAVE to go into C C:/Program Files/Steam/Steamapps/username/counter-strike source/cstrike/materials And you have to create a new folder for your texture But i already have one created “Newtextures” And i’ll click and select the .VTF – it’s important the .VTF file-type. And i’ll save it as “brick_new”(you can name it wathever you want) And save. Now you have to select “Compressed Texture” template and make sure it’s version 7.2 Because it won’t work with the older source engine if it’s not 7.2 Okay, click OK and save. Now one particular that you can do with it is to resize it. Since it’s already at 1024 pixels in width and height It should be like, half of the size(512×512) So it’s gonna be half as large but it’s not gonna look any worse in the game. So let’s save it – and it’s gonna be a lot smaller and both faster to save. Alright next up you have to go to “My Computer” And look up the path where you saved your texture to. Once you’re there, you have to right click it And Open with>VTFEdit If you have the VTFEdit icon on your texture file then just click it. Alright, now that you have the texture file open You have to go to Tools>Create VMT File And then you have to go to the options tab Make sure the shader is “LightMappedGeneric” Then for the surface choose whatever you want, i’ll choose brick, because it’s what the surface is in this case And let’s create it. Make sure it’s in the exact same folder as your texture file. Click save And finally close the program. Alright, now that you have made your first texture let’s test it. Open the Source SDK and then Hammer… Alright now i’ll start a new project I’ll draw a basic room Alright, now i have made a pretty basic room and we can use the texture tool to test out our new texture. So click browse And then enter new_brick… Oh no… it was brick_new (hehe :D) Here it goes, it pops up And you can just select and apply. And you have your new brick texture! It works It looks pretty nice And it’s your own custom texture. Thanks for watching! English subtitles created by Imp0s5ible

Comments (100)

  1. Well, i assumed by empty you meant filled by a solid color like black, so i told you to select that area in PaintdotNet and delete it. It will transform into alpha…

    So basically that was it

  2. No, you need to use PakRat to pack the textures into the map.

  3. You can have photoshop or any other program that has a plugin/is able to save .vtf files.

  4. how do i add textures that already if i wanted to make a poster or a portrait on a wall, how do i get that on?

  5. i have like 6 textures to choose from and they are shit

  6. it didnt work for me ๐Ÿ™ did everything you said but it didnt work…

  7. If i'm reading this right you want to install already existing textures you downloaded from somewhere.

    In that case you can just extract the contents of the archive to the "materials" folder of your game.

  8. hey great tutorial but can you maybe make a tutorial that explains how to use crazybump to get bumpy textures into source ?

  9. i want to make my own textures

  10. Can other people se my textures?

  11. I do everything what i see to 6:30 but I cant save that in .VTF file ๐Ÿ˜ฎ

  12. and I have PaintShopPro9 but its same proplem ๐Ÿ˜ฎ

  13. @Yomamafist I think you just set the material type to water in the .vmt file then you just make it water like everything else. I don't know how to make shaders though.

  14. @Yomamafist Try texturing all the other sides of the water block with the nodraw texture, and only texture one side with the water texture.

  15. @xXLynge60Xx You can use any program that either has a .vtf plugin for it(photoshop and PaintdotNET do), or if it can save as a .tga in which case you can convert it to a .vtf using VTFedit.

  16. @Yomamafist You can use GCFScape to open up the source materials folder and check out what the .vmt files for water textures have in them.

  17. I cant see my textures annymre after i reinstalled hammer. Its just the shapes and grids in the camera. Please help!

  18. how do i import CS:S textures to Hammer? please i need it to get Hammer to work ๐Ÿ™

  19. how do i change the texture format form .wad to the format CSS uses?

  20. remove background music. it isnt necessary – its annoying.. i cant concentrate ..

  21. @lott1217 @MrOopee69 Provided you have installed it correctly, the issue is probably that you have a 64-bit OS, in which case you have to save it as a .tga file(Paint.NET supports it by default). Then you have to import this .tga file into VTFEdit using the File > Import option. I believe you can leave the settings there at a default, and after that you can proceed to save it the same place as in the video.

  22. @FuzzySnuckums Unfortunately there are such things as hard of hearing, deafness, and idiotic companies muting my videos for the lulz, so unfortunately, i do need subtitles. =(

  23. @lott1217 PM me with the full path of the .vtf file and the contents of the .vmt file and i'll see what i can do

  24. @Feghoot Well when you join a map on a CS:S server that you've never played on before, you automaticly download the custom textures.

  25. @Feghoot You need to pack the textures inside the .bsp using a program called PakRat. You should google it and find some videos on how to use it as i don't think i have enough space to tell you here.

  26. @Beardactal As far as i know that's only if the server sets it to force the client to download each file, which is really tedious and nobody's going to do that for each map. That's why mappers need to pack their textures into the .bsp using PakRat.

  27. @TheRealAcren Fixed, thanks for the heads up.

  28. @clp120591 Sorry, save what?

  29. @clp120591 It's in the video; you save it under your game's materials directory, for example c:/program files/steam/steamapps/username/counter-strike source/cstrike/materials
    or for HL2 it's the same but it's
    username/half-life 2/hl2/materials

  30. Where do you put the texture files if you are using the Ep2๏ปฟ engine?

  31. @PDAFreak14 PM me exactly what you did(tell me the settings and path you saved the .vtf and .vmt to and the contents of the .vmt).

  32. Dude, what is this song? It's so tranquil.

    Nice tutorial, also!

  33. @Imp0s5ible Are you sure? I looked it up on another site and it sounded nothing like this song.

  34. @ChubakaSteven I looked them up too, so i might've gotten the wrong song there. Let me check again… Yep, you're right. The actual song is Sunlight by Kevin Kendle. I checked up videos on it too, so this has got to be it.

  35. @flex11111 The same folder as any Source engine version.

  36. @StrikerxSoul If you don't have steam then you don't have any source game unless it's a warez version.

  37. I have non steam sdk but i make all what you show but textures are black and purple ๐Ÿ™

  38. i dont have .vtf ๐Ÿ™ plz help

  39. @TheSpaghettilolz Do you have a 64-bit OS?

  40. @vawriss3 Well if you would've went to the extent of watching the video for ONE MORE MINUTE you would've realized that there are SUBTITLES.
    But what do i expect from someone who won't even put any semantical effort into yelling at people on the internet?

  41. OMG I love you so much ty this was a very informative tutorial and couldn't have been any better I've been looking all around for a good tutorial and I just couldn't find it but now that I see this I'm AMAZED
    could have been better with sound :p but still great
    keep up the good work!

  42. i dont have .VTF, help me

  43. @zamogz Do you have a 64-bit OS?

  44. ใ™ใ”ใใ‚ใ‹ใ‚Šใ‚„ใ™ใ„ใงใ™๏ผ๏ผใ‚ใ‚ŠใŒใจใ†

  45. @GrotesqueSteve That is due to anysotrophic filtering, textures become more low-res as you back away from them. You can try setting the anysotropic filtering higher than bilinear (up to x16) in your video settings, but everyone who plays your map has to do that. I'm not sure if it will work because world textures were not made to be that large.

    Alternatively, you can try ticking the "No Level Of Detail" box when saving the .vtf, but it's not advisable with such a hi-res texture.

  46. @zamogz The problem is that the Paint.NET .vtf plugin uses a 32-bit library, and therefore will only work with 32-bit PDN. Possible solutions include somehow obtaining a 32-bit installation of Paint.NET(don't know if it's possible), or saving it as a .tga then importing it with VTFEdit, using File > Import, you can leave the settings as default as long as your texture is not transparent, then save it as .vtf.
    Photoshop also has a .vtf plugin and can be forced to run on 32-bit on x64 OS-es.

  47. Absolutely love the music, and the tutorial is brilliant. Please, tell us the name of the song! ๐Ÿ˜€

  48. seriously, Y is it always black and pink checkers! plz help me out man ive done all u said to do and it just comes out as pink and black checkers!

  49. @TheSpaghettilolz There could be many reasons for this. Make sure that:
    – Your texture is 128×128 or larger
    – Both your texture dimensions are a power of 2 (128×128, 256×256 or 512×512)
    – Make sure $basetexture points to the right file
    – Make sure the $basetexture doesn't contain the materials folder:
    WRONG: $basetexture "materials/newtextures/mytexture"
    RIGHT: $basetexture "newtextures/mytexture"

    If all else fails, PM me the entire contents of your .vmt file, and I'm sure I can figure it out.

  50. @Imp0s5ible a man i sorted it, i worked out when i was making the vmt file i wasnt giving it a surface, which meant it didnt work

  51. @swebuilder This video is for creating textures, not installing texture packs.
    In any case, which texture pack was this and exactly where did you extract it?

  52. @swebuilder It does matter where you extract the textures.
    You see, it has to be in the exact place the .vmt file tells you.
    I suggest you extract it to
    "counter-strike source/cstrike/"
    If that doesn't work then try extracting it to
    "counter-strike source/cstrike/materials/"

  53. @desetnik15second There could๏ปฟ be many reasons for this. Make sure that:

    – Your texture is 128×128 or larger

    – Both your texture dimensions are a power of 2 (128×128, 256×256 or 512×512)

    – Make sure $basetexture points to the right file

    – Make sure the $basetexture doesn't contain the materials folder:

    WRONG: $basetexture "materials/newtextures/mytextuยญre"

    RIGHT: $basetexture "newtextures/mytexture"

    If all else fails, PM me the contents of your .vmt file, and I'm sure I can figure it out.

  54. I am looking to make a netting type texture. so I will have solid parts and see through parts. how do i make a see through part (Invisible)

  55. @KosukiFire If you use paint dot net, then you can make parts "see-trough" by selecting the desired area and pressing the delete key. This works similarly in photoshop although please note that you won't be able to make it see trough by deleting in photoshop if the image is on the "background" layer.

    In both cases, you will know an area is transparent when you see white and grey checkers in its place(these will not show ingame, instead they will be transparent).

  56. I have a question, I textured my ground with a carpet texture, then I thought it looked ugly and decided to go with tile instead. Even though I've replaced it when I run map it is still that carpet level. Any suggestions?

  57. @phongbong This doesn't sound like a texture problem.
    Apparently the second compile of your map(the one with the tile texture) has some kind of error which probably prevented it from being copied.

    If you PM me your compile log of the map I could tell you more.

  58. @Imp0s5ible I figured it out. Apparently I had a duplicate of my ground, and they were interfering with each other. :b Thanks for replying!

  59. @manhuntblood Sorry for replying after so much time, but I just saw your comment, and now I can actually read it!
    Sugokuwakariyasuidesu!! Arigatou
    Am I right? ๐Ÿ˜€

  60. THIS. IS. LEARNING. MUSIC. so sit calm chilluns.

  61. Ok so, if i put this in a map, will other people have to download the texture files? Or will it be saved in to the bsp?

  62. @rockoman100 Watch part 2(link in the description) on how to package custom textures into your map.
    The part on packaging textures is at the 8:30 mark.

  63. @Imp0s5ible you srsly couldnt just tell me..i- ok you know what il watch the damn video ๐Ÿ˜

  64. @Imp0s5ible Hey this was a great tut but .. i have one problem, when i use my texture i can see it everywhere in my map, even if i have 5 walls covering it i can still see it, how do i fix this or what have i done wrong ? lol

  65. I would not make the texture smaller to 512×512 if there is a better 1024×1024 version.

  66. @gtamikesvideos I would. 1024×1024 is an unnecessarily high resolution for world textures, and not only does it take more time to save, it's a bigger file which makes the map take longer to download, and displaying 1024×1024 textures uses more of the GPU memory so it will run a lot worse on anything but high end machines.

  67. @Imp0s5ible
    we are not stuck in 2004 anymore ๐Ÿ˜›

  68. @gtamikesvideos Several huge textures still make the map run slower and take ages to download, and just because you have a high-end rig and a lightning fast internet connection doesn't mean your entire audience does.
    Like it or not, as long as you're mapping for this game, I'm afraid you *are* stuck in 2004.

  69. @gtamikesvideos I can only assume by that you mean the compression method. I would appreciate it if you would please type in full sentences. Anyway, while compression indeed does help, it will still result in hefty map files that are not worth the resolution increase. Besides as I already said, not everyone has a great computer and forcing people with low-end rigs to use high-res textures isn't going to go well.

  70. @rockoman100 download pakrat and it will be s aved in the bsp.

  71. @moviemaker310 Haha i actually figured that out, but thanks anyway, your comment could help a lot for other people (thumbs up)

  72. When I save the VTF to my Team Fortress 2 materials folder, it does not appear in the materials list in Hammer :/

  73. @cheat12code Did you also create a .vmt file?

  74. @cheat12code
    Ahhh it works now ๐Ÿ˜› thanks

  75. this music is sooooo relaxing..

  76. i followed the tutorial exactly but when i try to start VTFEdit i get an error saying "the application has failed to start because it's side-by-side configuration is incorrect. please see the application event log or use the command-line sxstrace.exe tool for more detail" can you please please help me ??

  77. @26magicman26 I've done a bit of digging around, and it seems your computer is missing the C++ runtime. You should be able to download it off Microsoft's site, or install it using PlayOnLinux if you're running Linux.

  78. @Imp0s5ible well, I've downloaded C++runtime and reinstalled VTFEdit about 3 times, and its just not working for me. fortunately i can use to save images as VMF and just use Notepad to create a VMT file ๐Ÿ˜€ thanks anyways, and great tutorials, they were really helpful ๐Ÿ™‚

  79. @CovexCinema Not by default, watch Part 2 to see how to package your textures with your map! Link is in the description.

  80. I assume you want to know how to save as a VMT file in notepad.
    Just select "All Files" from the file type drop-down menu(although I don't think it's necessary), and for the file name just type in texture.vmt, and that should be it.
    I think it's easier to use VTFEdit's built-in vmt builder tool, though.

  81. Interesting. Care to elaborate what is useless and why?

  82. How do i get he .vtf file in there?

  83. nice voice narration…

  84. 15 fucking minutes?!?!?!?!?!?!?!?!?!?!?!?!?

  85. How do I put texture in portal; I can not find the file materials there.HELPPP!!!

  86. brate, najbolji si ๐Ÿ™‚

  87. although i agree with you on the stupid copyright crap you should never put music in a tutorial unless if its apart of the intro, and if so, make sure its your own original music.

  88. what about portal 2? where do u put the files?

  89. They donยดt appear :/ I use a HL 2 configuration because I donยดt have CSS. any ideas ? pliiss :c ?

  90. Lol Impossible presents ;D

  91. On a video which has less than 30k views, Sony censors you? That's pretty stupid.

    Feel sorry for you m8

  92. Thanks! ๐Ÿ˜€

  93. It also works on Counter Strike Global Offensive

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