HAMMER: Advanced Tutorial #6 Part 1 Custom Textures
LINKS: TEXTURES: OpenGameArt: http://www.opengameart.org/content/me... IMAGE TO VTF CONVERTERS: VTFEdit: http://nemesis.thewavelength.net/inde... GIMP: https://github.com/Artfunkel/gimp-vtf... Photoshop (32-bit version only): http://nemesis.thewavelength.net/inde... VMT file: LightmappedGeneric { $basetexture "de_tutorial/brickwall" // diffuse map $bumpmap "de_tutorial/brickwall_norm" // normal map $normalmapalphaenvmapmask 1 // use the alpha channel of normal map as specular map $envmap env_cubemap // use the closest env_cubemap entity for specular reflections $envmapsaturation 0.5 $envmapcontrast 1 $envmaptint "[0.9 0.9 0.93]" $surfaceprop metal // physics type } I'm starting a Hammer tutorial series. I don't explain the basics (how to make brushes, how to use the various Hammer tools, how to place entities, how to apply textures etc.) because there are more than enough tutorials out there that go over that. Instead I do explain advanced techniques that I use to make my maps.

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![[Source 1] CSGO Level Design Boot Camp - Day 19 - Optimization Part 1](https://i.ytimg.com/vi/wuXGASWGuRw/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLD8MzR9vKbvirIZT7XT30UUtB5i_Q)
[Source 1] CSGO Level Design Boot Camp - Day 19 - Optimization Part 1

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![[Source 1] CSGO Level Design Boot Camp - Day 16 - Custom Textures, Cubemaps, and Reflections](https://i.ytimg.com/vi/sKzLdK_XP_E/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLDOjwobmEL5IWmTPIGuS7TnGv_57Q)
[Source 1] CSGO Level Design Boot Camp - Day 16 - Custom Textures, Cubemaps, and Reflections

