High Resolution Textures?

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I want to make hi res textures for css but it won't work

Ok so I wanted to make high resolution textures for all the default maps on CSS because it seemed easy enough. but nobody had done it. So I quickly made a simple high res texture for my fave map Aztec and put it in the right folder and everything, but the texture didn't change. I want to know why, I think this is the reason nobody has made a hi res texture pack for CSS before.

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  • 5y
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    Hi res as in 1024x1024 textures? Elaborate a little more. Are you editing the map's texture's vmts too?
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  • 5y
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    yes that is what I meant sorry. I am making all the textures of each map 2x as high resolution or more, starting with Aztec. I'm doing it through the vtf files. I opened the gcf and put all the default textures into a folder for editing and am copy and pasting them into my cstrike materials folder as I finish them, though my first texture didn't show up in game.
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  • 5y
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    Do the textures stay the same? If so you're probably not placing the VMTs in the correct folder. If you're getting Purple and Black checkers, then the new VMTs have loaded but the VTFs that they point to aren't there.

    It worked for me. I did a quick test with stonework01, the most common de_aztec texture. Here's what the folder looks like.

    Also, just in case you didn't know: Map texture rescaling behaves much differently than scaling the textures on model. The map file's "Unwrap" or texture-placement data doesn't double the values on faces when their texture's scale doubles. This means you'll have to add extra values to the .VMTs

    "$basetexturetransform" "center 0 0 scale 2 2 rotate 0 translate 0 0"

    Add this line any where in the VMT to ensure your textures stay aligned evenly in the map. It scales down to half the size without affecting it's resolution. This is vital for HD texture mods; I happen to be making one myself ;)
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  • 5y
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    Just wondering, but wouldn't it need some editing too to look good as if you strech texture from 512x512 to 1024x1024 or even 4096x4096 it has the same detail, but you can edit it lateron to look better ;P

    Microwave Here is my microwave. It hs 2048x2048 overkill retexture with microwaves base but othervice edited skin. As you can see, you can see, there is lowres basetexture (pointing to the sides of microwave) so it may not look as good as it could :P
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  • 5y
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    ok so none of the things I do are working so here is the files: http://www.mediafire.com/?103gmi76t2n1ry7
    am I doing anything wrong and I did add the normal map but I already tried doing it without and it seemed fine. I put these in computer/program files/steam/steamapps/user/counter strike source/cstrike/materials/de_aztec folder and it didn't work. (sorry I can't post links because I haven't posted 10 times so you need to copy and paste.
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    I tried making high-res texture for CSS default map but it was wrongly scaled on the game.
    I do not know if it can be matched/scaled with vmt file.
    Also what is the default res? 256x256? Your texture is 512x512.
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  • 5y
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    default is 128x I upscaled it 3x to 512x
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    > **Posted by cloud6625**

    > default is 128x I upscaled it 3x to 512x

    That would be 4 (128 > 256 > 384 > 512). The VMT and VTF check out, though since it's 4x larger you need to edit

    "$basetexturetransform" "center 0 0 scale 2 2 rotate 0 translate 0 0"

    to

    "$basetexturetransform" "center 0 0 scale 4 4 rotate 0 translate 0 0"

    Technically my first assumption was correct. The texture you replaced so far, despite being in the De_Aztec folder, actually never once appears in the Aztec map. Assuming you're trying to replace the materials on the stone crates, you need to go to **Cstrike/materials/models/de_dust/crates**

    Crate_64x64b

    Crate_64x64A

    Crate_64x64C

    These are the materials for the crates used on Aztec. These images are 4x2 ratio and 512x256. You'd need to mirror/edit your texture so that it's two even sized square faces side-by-side for proper scaling. The "$basetexturetransform" matrix isn't necessary for replacing these textures since these stone crates are models, and will scale their texture accordingly. It may be a little confusing, and Valve is partially to blame since they neglected to sort out all of their materials before release, but in the end it's just the same as what you were doing before with the addition of an extra file path for 3 materials.
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