How to bring own textures into the game?

Hey guys. Yesterday I tried to get some textures in Black Mesa for my map.
I used VTFedit to create the TGAs into vmt and vtf files. After that I placed them into Black Mesa/bms/materials/dm_pro_crossfire
When I launched Black Mesa/bin/hammer.exe, I was able to find the textures in the texture-browser but they where pink and black squares…
What am I doing wrong? Maybe I use the wrong version of VTFedit? I think there are different textures for different source engine versions.
Help pls :slight_smile:

You have to link your .vtf texture location in the .vmt file.

Post your VMTs. Can’t really diagnose too well without them. Be sure everything is spelled correctly.

Here’s what one of mine looks like for reference:

[code]“LightMappedGeneric”
{
“$baseTexture” “concrete\concplates01a”
“$bumpmap” “concrete\concplates01_normal”
“$surfaceprop” “concrete”

"$envmap" "env_cubemap"
"$envmaptint" "[.05 .05 .05]"
"$normalmapalphaenvmapmask" 1
"$envmapsaturation" 1

"$detail" "detail\bm_concrete_detail_01"
"$detailscale" 8
"$detailblendfactor" 1
"$detailblendmode" 0

"%keywords" "fd; bms; crypt"

}[/code]

Ah… Ok I found the error… My vmt files still had the wrong file-paths in them, because first I converted the TGA to VMT in a seperate folder and after that I moved the files into the BM materials folder… Seems like I have to set the “output folder” directly to the subfolder in bms/materials when I use VTFedit: Tools->Convert Folder… Otherwise I had to correct all the vmt files manually. It works now. Thx for the tip :slight_smile:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.