![]() ![]() I have personally found a Gloss of 0.100 and a Reflectance of 0.025 is a good starting value although you may want to tweak these to give different effects, such as wet concrete. Apply your normal map if you have one, and tweak the Reflectance and Gloss values to your liking. Settings such as Reflectance will only appear if you have Specular enabled, so don't worry if it disappears. The main settings you will need are for the normal map and lighting. Yes, it is that easy! At this point though, you may want to delve further to improve your texture. Now that you have this set up, it is all you really need for the texture to work in your map. You should have something looking similar to this (potentially with a different texture): ![]() Click the little gear at the top right of the preview window to change settings about it, such as background colour and lighting. Use WASD and right click to move and look around, and see your texture from different angles. Select the main texture (using the different endings such as _color and _normal help differentiate between your textures and help speed this up a bit, which is why I'd highly recommend it) and in your preview window, it should appear on your object! I personally like using the cube the most, as it shows a scaled preview of your texture. Next, under the Variables tab, select your main texture by clicking the small folder icon next to the thumbnail preview: Additional settings are needed for different types of materials which will be covered later. This is everything you really need to have set up for the material before actually making it. These aren't necessary but I personally like using them. Next, tick 'Specular', 'Ingame Cube Map' and 'Specular Cube Map Projection'. The shader 'VR Standard' should be selected, but if it isn't, make sure it is. Now, a lot more options should have appeared in the Editor. Save the file to somewhere in the previously mentioned Materials folder, and name it what you called your original texture (for simplicity). You may see an error which looks something like this:ĭon't worry, this is normal. TGAs set up, open the Material Editor from the Destinations Asset Browser (this will be opened by default after launching the tools) and create a new file. Repeat this process with the respective normal map if you wish to have normal maps for your. *If you wish to create a blend, an overlay or glass, some additional steps will need to be taken which will be discussed later on.* At this point, mine will look something like 'wall029_color.TGA', and yours will probably look similar. This will help later on, when setting up your. TGA file as your texture's name (for simplicity) with _color added onto the end. ![]() Your path should look something like this:Ĭ:\Program Files (x86)\Steam\steamapps\common\Destinations\content\steamtours_addons\\materials\ TGA in a subpath of \materials, in your Destinations folder. VTF to a folder, open it using VTFedit and click 'Export' under File, or press CTRL E. VTF to a folder by right clicking the desired. If there are multiple instances with the same name, open them and find out which is your desired material. Use the Find tool with Match set to 'Substring' and search for your material's name. To start, open GCFscape and browse to tf2_textures_dir.VPK, which can be found in your /tf folder. Part 1: Setting up the Destinations Workshop Tools This tutorial will cover all steps necessary for the process. This tutorial assumes you know the basics about using the Hammer and Material Editors for said tools, and have an addon set up correctly. I will be using the Destinations Workshop Tools for this tutorial. #Png to vmt how toThis tutorial will be covering how to convert. ![]()
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