Insurgency

Insurgency

Insurgency Workshop
The Insurgency Workshop allows you to extend your game with custom content such as custom maps, weapon skins and more.
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Scale texture
Hi lads.

Does someone know of a way to scale down textures without losing too much detail?

Tried using in the .vmt to scale it down, but doesn't seem to work.
"$decal" 1
"$decalscale" "0.25"

The texture which contains text should still be readable, but if I create the texture with less pixels/resolution the text will not be able to be read.

Ingame it is a sprite - which gets or should get scaled down to 0.25

Here a picture showing what I would like to scale down:
https://steamuserimages-a.akamaihd.net/ugc/946216030050055454/BFFB5AA63B6B0B144C7FFB5F3F9B8A9A3795055B/
Last edited by Linothorax; 30 Nov, 2018 @ 3:24pm
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Showing 1-6 of 6 comments
xdshot 1 30 Nov, 2018 @ 3:37pm 
Sprites entities have Scale parameter
< blank > 6 30 Nov, 2018 @ 3:45pm 
$basetexturetransform "center .5 .5 scale 1 1 rotate 0 translate 0 0"

https://developer.valvesoftware.com/wiki/$basetexture

Is it on a model, particle effect, brush entity?

If you have issues with a repeating or tiled texture check Clamp S and Calmp T in VTFEdit.
Linothorax 26 30 Nov, 2018 @ 5:33pm 
Originally posted by xDShot:
Sprites entities have Scale parameter
Yes had that in sourcemod defined, didn't seem to change anything.
Set the value now even lower, which might help.

Originally posted by You've Seen The Butcher:
$basetexturetransform "center .5 .5 scale 1 1 rotate 0 translate 0 0"
https://developer.valvesoftware.com/wiki/$basetexture
Thanks for the read, did increase the scale like in the example to 2 1 first - did work.
Tried to up it to 2 2 or 4 4 which didn't seem to work.
Seems to work after restarting server and client (mat_reloadallmaterials didn't do it).

Originally posted by You've Seen The Butcher:
Is it on a model, particle effect, brush entity?
It is a sprite which gets created as env_sprite with sourcemod.

Originally posted by You've Seen The Butcher:
If you have issues with a repeating or tiled texture check Clamp S and Calmp T in VTFEdit.
Thanks will try.

Thanks for the help, I'll playaround a bit more.
Will add some glow textures to it (for dark areas in the map), I hope this does work with sprites, but why not :-)

Looks like this now:
https://steamuserimages-a.akamaihd.net/ugc/946216030050469652/E5B66A246A31C16DE91D4CB7D34602CCBC6E9864/
Last edited by Linothorax; 1 Dec, 2018 @ 9:02am
< blank > 6 30 Nov, 2018 @ 5:50pm 
I hope this does work with sprites, but why not :-)
I think $basetetxuretransform is agnostic (will work with pretty much any shader).
It's guaranteed to work with UnlitGeneric
Linothorax 26 1 Dec, 2018 @ 8:59am 
Hey!

So that is the current state:
https://steamuserimages-a.akamaihd.net/ugc/946216030053421216/E8B8D32A506F31D9212F49E94590D46ADA152F76/

Changed the black color to a blue one and added an alpha channel.

The .vmt looks like this atm:
"UnlitGeneric" { "$basetexture" "sprites/texttexture" "$basetexturetransform" "center .5 .5 scale 6 6 rotate 0 translate 0 0" "$translucent" 1 "$vertexalpha" 1 "$vertexcolor" 1 "$selfillum" 1 }

Took this .vmt as a example file
"UnlitGeneric" { "$translucent" 1 "$basetexture" "sprites/overview/obj_icon" "$vertexcolor" 1 "$vertexalpha" 1 "$no_fullbright" 1 "$ignorez" 1 }

Do you know why one of the sprites gets a blurry-glow around the text but the other not?

Now I have read about some commands which might conflict with each other, but I'm not sure if that is the problem.

#Edit

Just tried it with:
"UnlitGeneric" { "$basetexture" "sprites/texttexture" "$basetexturetransform" "center .5 .5 scale 6 6 rotate 0 translate 0 0" "$translucent" 1 "$selfillum" 1 }
But doesn't change anything on the matter.
Last edited by Linothorax; 1 Dec, 2018 @ 9:04am
Linothorax 26 1 Dec, 2018 @ 9:27am 
Nvm the blurry-glow come from sourcemod... the child inherits parents data :-)
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