So, the standard textures aren’t good enough for ya? Well, luckily it isn’t too difficult to create custom ones, but it isn’t exactly intuitive and pretty much requires a tutorial and a couple of programs.
1. What you need:
-I recommend Paint.NET (it has a VTF plugin, but it is glitchy and DOES NOT support transparency so it’s better just not to bother with it)
-Some pretty basic knowledge of the Source engine and files
2. First, create your texture. MAKE ITS DIMENSIONS A POWER OF 2! (like 256×256, 1024×1024, 128×256, etc.) I would recommend saving it as a PNG, but it could also be BMP, DDS, GIF, JPG/JPEG, and TGA file formats. If you are simply converting an already made texture, make sure it’s file format is one of those listed. If it is not one of those listed, open it in a picture editor and save it as one.
3. You can now close up Paint.NET and open VTFEdit.
4. Click on File > Import and choose the file you created earlier.
5. After you open it, it will pop up with all this complicated forms and crap. You can just “OK” that.
6. Wait a bit for it to load. If it is a big file, it could take a couple of minutes. It usually doesn’t though.
7. Then select File > Save and save it somewhere in your “materials” folder of the mod you are mapping for (e.x. “counter-strike source/cstrike/materials”). If it doesn’t have one already, create one. I recommend putting your saved texture in a new folder in your “materials” folder (“counter-strike source/cstrike/materials/cs_example”).
8. You aren’t quite done yet. The Source engine also requires another folder to recognize the picture. This is quite useful for complicated textures with bumpmaps and stuff, but it’s quite a nuisance for regular textures. Select Tools > Create VMT File and switch over to the “Options” tab on the new window that pops up. Leave ‘Shader’ alone for now. Select something from the drop-down box next to ‘Surface 1’ that would fit how your texture should react if shot at or stepped on. If you used a transparency layer when you created the image, check ‘Translucent.’ Leave the other stuff alone.
9. Click ‘Create.’ Save the VMT file in the same folder as your VTF file in step 7. It does not need to have the same name but it’s a lot easier that way. After saving it, close the windows (but not VTFEdit). Select File > Open and open the file you just created.
10. Make sure that after “$basetexture” it shows your texture name and subfolder. If it doesn’t, restart from step 4. When you get into more advanced texture creating you can add more to this file, but for now it will be fine.
11. If you have done everything correctly, your texture will now show up in Hammer and will be available to slap on those blocks!
12. When releasing your map, remember to include the material files with your map. I will create a tutorial for releasing your map later, which will explain how to do that.
Remember, if you are having trouble you can always contact me or you can leave a reply down below.