![]() Then go to your sourcesdkbin folder and find vtex.exe. So now lets run these textures through vtex.exe.įirst go to your "counter-strike sourcecstrikematerials" folder and create a new folder witht the same name as your old wads name. What xwad.exe did for you is convert all your textures to the apropriate size and save them as. You now need to compile your textures so that they will show up in game. It should take a few seconds and show the texture names it is converting and any changes in size it is making to the texture.Īfter that is all said and done you will have a materials and materialsrc folders in your C:hl1modname folder. Click on the wad you want to convert and drag it to the xwad.exe shortcut we just made. basedir C:hl1cstrike -wadfile C:hl1cstrikecstrike.wadīefore we go onto the next step you are going to need to copy the GameInfo.txt from sourcesdklauncher to your C:hl1cstrike folder. We are going to need to add a string so that xwad.exe knows where to find our mod. Under Target it should say something like: "C:Program FilesSteamSteamAppssourcesdkbinxwad.exe". ![]() Right click on that shortcut and go to properties. Take this shortcut and put it in your C:hl1modname folder for me this would be C:hl1cstrike. Right click on it and click Create Shortcut. (For example: "cstrike" for counter-strike) What you need to do is go to your hard drive and create an HL1 folder somewhere. For this tutorial I am using the cstrike.wad from the Counter-Strike. Well this is what I am going to teach you.įirst of all you're going to need your custom wad file. The Download contains the original, so you got your old HL1 map and you want to convert it to HL2, but you don't have your custom textures converted. ![]() People don't mind running custom games, but DO mind overwriting original files. ![]() Get into the habit of creating minimod folders for all the maps you are adding enhancements too. If there isn't a sound folder, then it will default to the valvesound folder. The server will automatically look in the mod's sound file first, and use any stuff you put in there. If you want people to use your modified materials text, then upload your map as a minimod and include your new file in the Mods sound file. Make sure you Back-up or Copy your original materials.txt before you modify it. It clearly says on most files not to change or modify them, this is mainly to ensure integrity of the original files. There have been a few questions in the forums about changing this and other Half-Life files. If you have even more time on your hands you can replace the actual footstep sounds with your own recordings if you want, but I won't go into that in this tutorial. With this you can add texture sounds, change them, or remove them. Save the file, and make sure it is in the valvesound folder and your all set. Change the V to a T and that texture footstep will be a squeeky, tile like sound. To change the sound of a texture just simply change the letter before the name.Įx: V DUCT_FLR01 will sound like you're crawling through a vent. All of the textures that have footstep sounds OTHER THAN the default footstep is in here, with a letter before the texture's actual name. Notice at the top where it explains how the different letters represent different footstep sounds. Go ahead and open up the new file you just saved. Type in materials.txt in the File Name field. In HLMV you must right click materials.txt, click extract file. To do this in PakScape just drag it on the area like a zip file. Extract it to your Half-Life\Valve\sound folder. You should see a text file called materials.txt. You should see folders with PakScape or a tree with HLMV.Open up the sound folder. Open up PakScape or HLMV and open the Half-Life pak0.pak file. Half-Life Model Viewer and PakScape work very well. Have you ever wanted to walk on gravel or dirt and have it sound like you are walking on gravel or dirt? Well this tutorial will tell you how to get those pesky textures to sound real.
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