



I personally prefer to have the mipmaps since I don't care for the artifacts, but to each their own. I've been using it since then and it has worked wonderfully. I've had people on the discord server helping me and Taz used the VTF plugin to save the textures. Just wanted to quickly update you and anyone else reading this. Quote from LordTarenos on June 3, 2018, 4:46 pm I gave up on using mipmaps, so i can't help you more with this i thinkītw, i'm against mipmaps because itt literally destroys the quality of your texture, especially seen from close, and your Portal2 test is not supposed to be huge enough to have noticeable artifacts > the only other tool i know which can create mipmaps is: Nvidia plugin for adobe photoshop Use mipmaps only in this case: a texture with small details (as thin lines) Quote from Kwinten on June 2, 2018, 12:50 pm Do you know of any ways that I could manipulate or add mipmaps to existing vtf textures or any other potential solutions to the original problem? Here's a link to an imgur album which contains screenshots and more information: Įither way, disabling mipmaps has proved to be an excellent temporary solution, but I would like to allow my textures to use mipmaps. Without generating mipmaps, the textures have visual artifacts when viewed from a distance.Īdditionally the thumbnails for the textures in the texture browser look (for lack of a better term) glitchy.

However, this has introduced a new problem though small. First of all, I can't thank you enough for your suggestion of disabling mipmaps, I'm not sure how this fixed the problem but it has. I apologize for the delayed response as I've been somewhat busy lately. Quote from LordTarenos on June 2, 2018, 3:13 am If anyone knows of something I could do to fix this, I'd be very grateful. $basetexture "tarenosdevdev_measurewall01_white_b" $basetexture "tarenosdevdev_measurewall01_white_a" $basetexture "tarenosdevdev_measurewall01_darkgray" $basetexture "tarenosdevdev_measuregeneric01_white_b" $basetexture "tarenosdevdev_measuregeneric01_white_a" $basetexture "tarenosdevdev_measuregeneric01_darkgray" I've put some screenshots here to hopefully illustrate what I'm experiencing: ĭev_measuregeneric01_noportal.vmt The textures show up in the texture browser within hammer, but once I apply any of them to a brush, I see the infamous purple and black texture. I recolored them, exported the textures from photoshop as tga's, and converted them into vtf's using VTFEdit 1.3.3. To test out the process of creating textures for Portal 2, I decided to create custom dev textures using dev_measuregeneric01 and dev_measurewall01. I hope I've structured this post so that it's easy to understand. They show up in the material browser correctly, but once I apply them to a brush, the 'missing texture' texture appears.įirst time poster here. Quote from LordTarenos on May 30, 2018, 4:54 am
