How to use vtfedit

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Hammer shows the correct color in the texture viewer and in the face edit sheet, so it knows what it's supposed to look like, but somewhere between there and implementation it gets distorted. png into VTFedit with the Normal Format settings at RGB888, because sources online say this ensures true RGB values, but this doesn't work. When I get close to the textures in game and in the Hammer viewer, the purple lines vanish.Īdditionally, you can see that the color of the texture is all wrong. vmt code is as follows: Code: Select all 'Lightmappedgeneric'Īnd this is the result I see in game (exactly the same): Īs you can see there are purple-tiled artifacts that appear around each instance of the texture as it is tiled. vmt files as well as the directory path: These are the VTFedit settings I create the. I'll show you everything I did before showing the issue. png, and it has the dimensions of 1024x1024. Right now, for the sake of simplicity, I'm trying to create a monochrome, solid gray, texture. Not only this, but they are not true to their original color and host a tint.

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My custom textures that I create via VTFedit and import into Hammer come out with a purple-looking tile artifact along their edges. Quote from Nightro on February 21, 2019, 6:45 pm