Left 4 Dead 2

Left 4 Dead 2

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CoppeR Aug 7, 2016 @ 8:35pm
Retexturing (more advanced)
So I know how to retexture the simple things, such as the special infected, weapons, etc. But now I want to get into retexturing common infected to add more detailed textures. Do I just use VTFedit, GCFscape, and paint? Or can I use the authoring tools and do it from there? Any links or information would be appreciated.
Last edited by CoppeR; Aug 7, 2016 @ 8:36pm
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Deep Thunder Aug 7, 2016 @ 9:38pm 
Allow me to explain what each program does for your texture, so you can determine for yourself if you should use the above stated.

It's hard to say if you just use those programs, but it's rather a question of should you use them. It really depends.

-Authoring Tools is just used to upload your mod (your .VPK) to the workshop. The retexturing process itself isn't done from there and can't be done from there.

-Paint can be used to create the detailed textures.
If you manage to create more detailed textures with paint, I will be really impressed. If paint doesn't meet your expectations, I would suggest using Gimp or Photoshop as an alternative.

-VTFEdit will be used and must be used to give your texture files the appropriate shader and other parameters (so the game can communicate with your texture's files in a way that the game can understand).
Judging from your previous experience with this, I will assume you already know when to use VTFEdit.

-GCFscape is not required. It won't play a part in the retexturing process.
Use it as a tool to open any .VPK for whatever reason, such as looking at someone else's mod for a reference, or even extracting files from one of your own .VPKs.
EDIT: You will need GCFscape to open pak01.dir (extracting the entire thing could take a while) and find & extract the directory with the common infected skins, if you haven't already.

I hope that sufficiently covers it. Let me know if you have any more questions.
Last edited by Deep Thunder; Aug 8, 2016 @ 8:08am
CoppeR Aug 7, 2016 @ 9:47pm 
That clears a lot of it up. But is retexturing the commons a difficult task? Or do I just do the same way I would for a boomer? I went into the common infected files but there's a lot of them. Looks intimidating, but since people have done it before, I'm sure that I could accomplish my task. Thanks.
Deep Thunder Aug 7, 2016 @ 10:26pm 
Originally posted by CoppeR:
But is retexturing the commons a difficult task?

Good question, though I don't think there's a one word answer for that. It's subjective. It depends on certain variables:

-Your experience with a graphics editor (such as Paint, Gimp, and Photoshop)
-Your experience with retexturing things in L4D2 (as in, knowing how it should work or how it probably should work)
-How "detailed" you really want the textures to be, and if you consider that particular process to be difficult
-The specific task at hand, and how far you will take it

Originally posted by CoppeR:
Or do I just do the same way I would for a boomer?

Yeah, for the most part, it should be the same way you did it with the boomer. There may be some things you have to differently, though I think you'll be able to figure that out through trial and error.

I don't have any experience creating & replacing the game's current textures (with a few minor exceptions, but they don't really count), much less replacing current textures with more detailed ones. So I can't give any hands-on advice with the process of creating detailed textures. Replacing though, I could maybe help with.

Originally posted by CoppeR:
I went into the common infected files but there's a lot of them.

Absolutely, as a mapper, I can confirm this. There are many common infected models, thus corresponding to many skins associated with those common infected models.

Originally posted by CoppeR:
Looks intimidating, but since people have done it before, I'm sure that I could accomplish my task. Thanks.

I agree, it does seem like it could take a while. Just think outside the box and you should be fine.
Last edited by Deep Thunder; Aug 8, 2016 @ 12:04am
CoppeR Aug 8, 2016 @ 1:01am 
Best answer I've ever gotten. I can tell you are experienced with this. Many thanks and this helps a lot! Hope you'll see my finished product soon. :steamhappy:
Deep Thunder Aug 8, 2016 @ 8:06am 
Originally posted by CoppeR:
Best answer I've ever gotten. I can tell you are experienced with this. Many thanks and this helps a lot! Hope you'll see my finished product soon. :steamhappy:

My pleasure, and can't wait to see the final product.

One last thing that crossed my mind and need to mention: you will need GCFScape to open pak01.dir (extracting the entire thing could take a while) and find & extract the directory with the common infected skins, the same way you did with the Boomer skin(s).
Zetnus Aug 11, 2016 @ 3:05am 
You can't just retexture the common infected like you would the boomer. The common infected have each color channel representing a different overlay over the texture (blood, grime, retro-reflectivity, color gradients, etc.). You certainly can't deal with that mess in paint. I suggest you read this presentation for refrence on how the CI textures work: http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf
CoppeR Aug 12, 2016 @ 3:37pm 
So with gradient palettes, what are the different gradient colored bars? what do they represent? And to make the ci more colorful, do i just edit it to lets say red to green?
Zetnus Aug 13, 2016 @ 12:20am 
I suggest a bit of trial and error to work that out. If I recall correctly, the first segment was only the inside of the mouth and I think the third one was the clothing and the remaining two were the skin and the mud overlay. That was for the mudmen - it might be different for the other infected.
CoppeR Aug 13, 2016 @ 11:22am 
alright, thanks.
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Date Posted: Aug 7, 2016 @ 8:35pm
Posts: 9