GCFScape v1.3.1 - GCFScape and all the files you need to run it (except the .NET Framework).Download: (Required)
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If you're trying to hack HL2/CS:S, then go away and don't come back.
please help me someone i'm of trying to get it to work
Should I copy or recreate the entire folder, ..in this case DE-Nuke and it's contents, or just the vtf, vtm of the materials I want to use?
They're not showing up in the "metal" material folder when I try just the specific materials.......Clearly,...I'm missing some important step.
I'd make the materials from scratch,...but I can't get that damn TGA to vtex prog. conversion to work either.
Did I mention that mapping used to be easier?......and fun.
Any good tuts out there on more specific use of your tools?
Thanks and keep up the excellent work.
There aren't enough custom source materials out there in cyberspace yet, so I have to choose from whats already available. Thanks again for the tools to make that possible.
Now if only the DoD dev team would release the necessary portion of the SDK so I wouldn't have to do this whole "work around",...that'd be nice.
But,...I digress.........I want a specific material from CS:S to be in the DoD "metal" materials folder,...........How do I do that?
Thanks (and I've been using TG since your first release.)
OH!,...and mapping used to be easier,...but I already said that.
// Original shader: BaseTimesLightmapAlphaBlend
In this case, the $basetexture tells the engine where to find the .vtf file, specifically the .vtf is in the metal folder and called metalbar001a.vtf (the extension is omitted since all textures are .vtf files and the metal folder is relative to the materials folder (cstrike/materials). So, it follows, if you want to use the same material in DOD, you would have to copy both the .vmt and .vtf to the dod/materials/metal folder. If you do not (say you choose the dod/materials/custom folder) you will have to change the $basetexture to read custom/metalbar001a.
It is important also to distinguish between materials and textures; materials reference textures and provide properties used to render them, textures are simply image data.
I can ceratinly understand why,...and how,......but everything related to mapping has gotten so much......... slower,.......it's just annoying.
UPDATE,.........90 minutes later.
OK,...that was a really slow and tedius trial and error process before the material finally showed up in Hammer.
BTW,...this is all in an effort to re-release a map originally created for the old HL engine.
I still appreciate the help, and the time you put into making it any easier at all.
Have I mentioned that this used to fun,...it's becomming a chore I'd just like to have done already.
Any tutorials on the folder / file structure for map preperation for distribution?
As for where everything goes, its best just to examine the structure of an existing MOD (though GCFScape). More less, materials and textures go in the materials folder and models go in the models folder (though their materials go in the materials folder). Everything should be in a subfolder, i.e. you should never have "materials/mymaterial.vmt", instead, "materials/myfolder/mymaterial.vmt".
I tried to use the archive instead, but when winZip tried to open it i got a similar error that says "Cannot open file: It does not appear to e a valid archive. If you downloaded this file, try downloading the file again."
I re-downloaded both files and i still get the same errors. Is it just me who's having the problem? or everyone?
[UPDATE] Hey, whadya know?! It's working!! haha!
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