Creating Decals

Tutorial collection, comprehensive listings on main site.

Creating Decals

Postby Tutorial on Thu Sep 01, 2005 10:10 pm

category
Texture Creation

description
Decals are still cool, so learn how to make your own.

keywords
decal, decals, textures, texture.

In this tutorial I am going to be showing how to make worn textures in Photoshop for use as decals in your maps.

You will need: Photoshop 7 or later; knowledge of how to convert .tga files to .vtf and a decent selection of Grunge brushes. Also a good collection of symbol brushes or dingbat fonts would be handy if you aren't good at creating your own work in Photoshop.
A good source for brushes is Deviantart also googling "Grunge Brushes" should do the trick also. You can get decent dingbat fonts from most free font websites like DaFont.com or AbstractFonts.com. Now you're prepared, let's get stuck in.

Step 1: First open up a new document, 512 x 512 with a transparent background and RGB colour mode.
Image

Step 2: Now depending on how creative you're feeling you can either use a dingbat symbol and skip straight on to step 5, but if you're up for some work then select the circle select tool. Hold down shift and begin making a circle, holding down shift will give you a perfect circle no matter where you move the mouse. Draw a circle then press Shift + Backspace to fill the circle with your foreground colour.
Image

Step 3: Still with your selection go to the toolbar and click the following: Select -> Modify -> Contract. Set the amount to 20 pixels and press ok, this will reduce your current selection so you have a smaller circle selected. Press delete, now you have yourself a hollow ring.
Image

Step 4: Now if you haven't realised, I'm making the Black Mesa Logo as an example in this tutorial, so select your polygon select tool and hold shift to draw a perfectly straight line from the center, up a bit, then across to the right back to the filled part of your ring, then connect the two lines together and fill it with the same colour as your ring (Alt + Backspace again), deselect your current selection with Ctrl + D.
Image

Step 5: This is the fun part; you have your logo now. Select the rubber brush, then go to the brush tab at the top left, expand that and in the new expanded box click on the small round arrow to bring up another menu, in that menu click "Load Brushes" and then find the directory of your favourite grunge pack to load it up. Now with a good range of grunge brushes have a play about with different brushes and the rubber tool, rubbing out parts of the logo with one click then switching to another brush. Once you've played about for a bit with different grunge brushes you should have something looking similar to this.
Image

Step 6: Now right click your layer that you've been drawing on and select Blending options. Turn the opacity down by about 5%, or more if you wish.
Image

Step 7: Now it's time to save your decal that you have created. File -> Save As, then place it in the directory you want your decal to go into and save it as a .tga image with 32-bit compressed RLE. Once you have saved it's up to you to convert it with your preferred method, some use vmtcreate, some use Nem's Photoshop .vtf plugin, I personally do it the old fashioned way of setting up the directories and dragging the tgas into vtex.exe.
Image

Step 8: with your .tgas successfully converted to .vtf files it's time to write the .vmt. your code should be something along the lines of this:
Code: Select all
"lightmappedgeneric"
{
   "$basetexture" "decaltutorial/decalexample01"
   "$decal" "1"
   "$decalscale" 0.25
   "$translucent" 1
}

Now save that as a .vmt, I usually make 3 .vmt files for each decal, each with a different decalscale. so I'd have a blahblah_large.vmt which has a decalscale of .5, a blahblah_medium.vmt which has a decalscale of .25 and a blahblah_small.vmt which has a decalscale of .125, this can give you a good selection for the size of the brush you want to place the decal on.

Now boot up hammer and filter for your decal, it won't look great inside hammer, but it should look much better in game.

-Wiggle987
- Don't send PM's to this user -
Tutorial
Not A Real User
 
Joined: Sun Mar 06, 2005 11:00 pm

Postby tr0mb0ne on Thu Sep 01, 2005 10:24 pm

Can someone make a tutorial for making decals using Paint Shop Pro 9?
92% of teens suffer frr0meerssewresrvevrschegyicryurfsutfrcgykcruighseryicgsry3763 3 3g34uuu4gu 338woq3ui4h3il450[[[[ejr3hw4b34ki3oqnh2nu3nlo``bn 3ko;324n234jbe5tet6.,w4jk5jil5kpwv ,l';eeeeg
User avatar
tr0mb0ne
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sun Aug 07, 2005 2:12 pm
Location: Canada

Postby KILLA-COW on Sun Sep 11, 2005 1:25 pm

Yeh i got photoshop 9.0 cs2 how do we do this?
KILLA-COW
Veteran
Veteran
 
Joined: Sun Jun 12, 2005 1:37 pm
Location: The Island of britania!

Postby wiggle987 on Sun Sep 11, 2005 1:46 pm

I don't use paint shop 9, but it should be pretty much the same for CS2
I've not really bothered to move to either CS (1 or 2) because in my digital artist magazine (yes, I do read those from time to time) it said there wasn't much new, just more clutter.
Image
User avatar
wiggle987
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 8:54 pm
Location: O RLY?

Postby KILLA-COW on Mon Sep 12, 2005 4:46 pm

Dw trial and error provailed!
KILLA-COW
Veteran
Veteran
 
Joined: Sun Jun 12, 2005 1:37 pm
Location: The Island of britania!

hmm maybe not doin sumtin right...

Postby nidobanddo on Tue Nov 22, 2005 6:01 am

i cant get this to work right, i am using psp, wich can save to tga format, but it does not offer the choice of 16/24/32 bits, maybe this is my point of error, but i save the tga format, run vtex, and it creates the file, but it has a white background in hammer/game. i dont know why the alpha chanels are not being sent, maybe the compiler? anyway let me know if u can help, thanks and great tutorial!
User avatar
nidobanddo
Member
Member
 
Joined: Tue Nov 22, 2005 5:53 am

little issue

Postby Waldo The 5th on Wed Nov 23, 2005 1:43 am

nidobanddo wrote:i cant get this to work right, i am using psp, wich can save to tga format, but it does not offer the choice of 16/24/32 bits, maybe this is my point of error, but i save the tga format, run vtex, and it creates the file, but it has a white background in hammer/game. i dont know why the alpha chanels are not being sent, maybe the compiler? anyway let me know if u can help, thanks and great tutorial!


Yes i have the same problem. It is driving me nuts!
Waldo The 5th
Regular
Regular
 
Joined: Wed Nov 23, 2005 1:36 am

Postby RaY on Wed Nov 23, 2005 2:47 am

no problems here.
all ou have to do is have a
8x8, 16x16, 32x32, 64x64...256x256...512x512... till 1024x1024 image (this is called power by 2)
put something on
merge all layers down
file/save as...
choose TGA (TARGA) format, press save
the window will pop up with 16/24/32 bits radio buttons

thats it
convert to vmt (with vtf file in same folder) with tools like cannonfodders StudioCompiler:
http://www.chaosincarnate.net/cannonfodder/cftools.htm

and put into your
steam\username\source mods\yourmod\materials\decal folder
dont forget to add $Decal into your vmt
User avatar
RaY
Dumpling
Dumpling
 
Joined: Wed Oct 19, 2005 3:01 pm
Location: Ireland

Postby devil_dog on Thu Nov 24, 2005 6:09 am

As you tell by the number of posts I have so far, I'm very new to mapping. So I find the tutorial above interesting, but it seems like it is leaving some information out to me.

For example, for the .vmt code below, what does the "decaltutorial/decalexample01" path represent?

"$basetexture" "decaltutorial/decalexample01"
"$decal" "1"
"$decalscale" 0.25
"$translucent" 1

dd
dd
devil_dog
Regular
Regular
 
Joined: Wed Nov 23, 2005 1:17 am

Postby Ripper_hugme on Fri Apr 21, 2006 10:34 pm

where the .vtf will be i think?
Barely working on (I'm still very busy with real life):
cp_yettobenamed (Updated... Sort of)
dm_agoge (Beta 2 out now)
User avatar
Ripper_hugme
Veteran
Veteran
 
Joined: Tue Apr 12, 2005 9:01 am
Location: Australia: Now a Major Motion Picture!

Postby TheMiede on Fri Jun 02, 2006 5:45 am

for some reason it keeps giving me a white backgorund. I did everything the tutorial says and it still gives me that white background. Whenever i save it as a targa, 32 bit, RLE, it saves the background as white. Why? Some one help me please.
TheMiede
1337 p0st3r
1337 p0st3r
 
Joined: Wed Apr 20, 2005 4:11 am

Postby Waldo The 5th on Thu Aug 31, 2006 4:45 am

Yea, for some reason, I only get the white solid background. I can't make it transparent. You need to flatten the image to save as a vtf. If I flatten it, it goes white! :?
Waldo The 5th
Regular
Regular
 
Joined: Wed Nov 23, 2005 1:36 am

Postby ConnaCook on Tue Sep 05, 2006 6:24 pm

Fina-fucking-ly, when you save the vtf, at the top click templates then scroll down to uncrompressed with alpha ;) No more white background, PHEW.
ConnaCook
Member
Member
 
Joined: Sat Mar 25, 2006 5:05 pm

Postby YokaI on Thu Sep 07, 2006 3:57 am

TheMiede wrote:for some reason it keeps giving me a white backgorund. I did everything the tutorial says and it still gives me that white background. Whenever i save it as a targa, 32 bit, RLE, it saves the background as white. Why? Some one help me please.


You didnt use Alpha channels, View that tutorial to find out how to make transparent textures/tga files.
YokaI
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 03, 2004 12:38 am

Postby Mark Richard on Thu Sep 14, 2006 9:38 pm

Here's a decal I've made. It's made from a picture I found on the internet. I had to do quite lot of changes, to make it look like is has been there on the concrete for some years.

Image
User avatar
Mark Richard
Pheropod
Pheropod
 
Joined: Sat Apr 29, 2006 8:46 pm
Location: The Kingdom of Sweden
Next

Return to Tutorials

Who is online

Users browsing this forum: No registered users