Counter-Strike: Global Offensive

Counter-Strike: Global Offensive

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Branny Aug 30, 2015 @ 7:05am
Problem when importing custom skin into workshop workbench
Hey there,

I made a skin for the AWP and I wanted to see what it looks like in game at this point. I exported the .tga, converted it into a .vtf, imported into the workshop workbench, set all values to 0, checked the scale box. But the skin doesn't allign correctly, there are parts of it missing...


When I use the .tga file on the AWP.obj in Photoshop, everything looks fine and all is well; so I'm guessing that something is messing up when converting to .vtf.

Here are some screenshots -

AWP in PS[prntscr.com]
AWP VTF [prntscr.com]
AWP in game [prntscr.com]
UV-In game [prntscr.com]
Pattern -in game[prntscr.com]

I also used 3DCoat to edit the skin, if that could be a problem? Because it seems like there's a problem with the UV Mapping but I'm not sure how to fix that, could it be my padding settings within 3DCoat?

Paddding Settings in 3DCoat [prntscr.com]

I've tried all that I can think of, if any body has any suggestions, please let me know!

Thanks!
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Showing 1-15 of 32 comments
on some weapons (AWP in paticulare for some reason) valve has made it so that only certain parts should be costumizeable - anything outside those parts get overwritten with their default layer once you import it into the workbench

theres a thread over on the workshop forum that might be helpful
Helpful thread of helpfulness

the bit you're looking for i think is this part

Parts of my texture on weapons X is being overwritten

For whatever valve has decided that some part of some weapon's textures shouldn't be possible to change
you can get around this by adding an Alpha Channel to you texture and darkening/making more transparent those parts on the UV map
(this is also explained in the second part of the Durability And Masking section of Valve's "Weapon Finishing Guide")
you can mess around with it yourself to see which gives the best result but I found for the AWP barrel around RGB 25,25,25 / 90% transparency to work pretty decently for how quickly it'll wear out (if you want the paint the stay completely even at max wear just use 0,0,0 or 100% transparency)
Branny Aug 30, 2015 @ 7:38am 
Originally posted by =^.^=:
on some weapons (AWP in paticulare for some reason) valve has made it so that only certain parts should be costumizeable - anything outside those parts get overwritten with their default layer once you import it into the workbench

theres a thread over on the workshop forum that might be helpful
Helpful thread of helpfulness

the bit you're looking for i think is this part

Parts of my texture on weapons X is being overwritten

For whatever valve has decided that some part of some weapon's textures shouldn't be possible to change
you can get around this by adding an Alpha Channel to you texture and darkening/making more transparent those parts on the UV map
(this is also explained in the second part of the Durability And Masking section of Valve's "Weapon Finishing Guide")
you can mess around with it yourself to see which gives the best result but I found for the AWP barrel around RGB 25,25,25 / 90% transparency to work pretty decently for how quickly it'll wear out (if you want the paint the stay completely even at max wear just use 0,0,0 or 100% transparency)

Thanks for your help, but I don't think that this is the problem. I've played around with the Alpha's and the colors, but the texture still doesn't apply correctly.
Originally posted by Mr. One Click:
Originally posted by =^.^=:
on some weapons (AWP in paticulare for some reason) valve has made it so that only certain parts should be costumizeable - anything outside those parts get overwritten with their default layer once you import it into the workbench

theres a thread over on the workshop forum that might be helpful
Helpful thread of helpfulness

the bit you're looking for i think is this part

Parts of my texture on weapons X is being overwritten

For whatever valve has decided that some part of some weapon's textures shouldn't be possible to change
you can get around this by adding an Alpha Channel to you texture and darkening/making more transparent those parts on the UV map
(this is also explained in the second part of the Durability And Masking section of Valve's "Weapon Finishing Guide")
you can mess around with it yourself to see which gives the best result but I found for the AWP barrel around RGB 25,25,25 / 90% transparency to work pretty decently for how quickly it'll wear out (if you want the paint the stay completely even at max wear just use 0,0,0 or 100% transparency)

Thanks for your help, but I don't think that this is the problem. I've played around with the Alpha's and the colors, but the texture still doesn't apply correctly.

you sure the alphas are getting save correctly?
i'm not sure about photo shop but i know i've had trouble with alphas in tga files with paintshop pro (usually it works with png's though)
if you're using VTFEdit it should have one of the alpha options ticked over on the left when you import your file if the alpha is working correctly
if not then the alpha wont get saved to the VTF file

looks very much like your texture is being overwritten with the default from your images
Oreo Aug 30, 2015 @ 7:48am 
You have ignore weapon scaling checked right
Branny Aug 30, 2015 @ 7:49am 
Originally posted by =^.^=:
Originally posted by Mr. One Click:

Thanks for your help, but I don't think that this is the problem. I've played around with the Alpha's and the colors, but the texture still doesn't apply correctly.

you sure the alphas are getting save correctly?
i'm not sure about photo shop but i know i've had trouble with alphas in tga files with paintshop pro (usually it works with png's though)
if you're using VTFEdit it should have one of the alpha options ticked over on the left when you import your file if the alpha is working correctly
if not then the alpha wont get saved to the VTF file

looks very much like your texture is being overwritten with the default from your images

When I import my texture to VTFEdit, the box *8 bit alpha* is ticked, so my alpha's seem to be working correctly?
Branny Aug 30, 2015 @ 7:49am 
Originally posted by A Legit Oreo ツ:
You have ignore weapon scaling checked right

Yep
Oreo Aug 30, 2015 @ 7:51am 
Hmmm, the only problem I've occure is the Workbench puts wear on the weapon even if it is FN. Maybe your file was exported incorrectly when you changed it from the .tga to .vtf
Branny Aug 30, 2015 @ 7:53am 
Originally posted by A Legit Oreo ツ:
Hmmm, the only problem I've occure is the Workbench puts wear on the weapon even if it is FN. Maybe your file was exported incorrectly when you changed it from the .tga to .vtf

That's what I was thinking, but when I look at the pattern of my weapon in CS:GO (screenshot above) the texture is correct, it's just that on the UV nothing seems to be coloured?
Oreo Aug 30, 2015 @ 7:55am 
I would try to export the file again and try again. I've had it where for some reason the UV charts just get ♥♥♥♥♥♥ up, I re-exported the original file and it was fixed
Last edited by Oreo; Aug 30, 2015 @ 7:55am
just tried with using a 100% no wear alpha in psp exported as png and just stright converted it

http://steamcommunity.com/sharedfiles/filedetails/?id=509231557
(it's a little messy because i used the 512x512 image you uploaded of the UV pattern)
Branny Aug 30, 2015 @ 8:01am 
Originally posted by A Legit Oreo ツ:
I would try to export the file again and try again. I've had it where for some reason the UV charts just get ♥♥♥♥♥♥ up, I re-exported the original file and it was fixed

I've re-exported and re-exported over and over again whilst trying to find different solutions to no avail
Branny Aug 30, 2015 @ 8:08am 
Originally posted by =^.^=:
just tried with using a 100% no wear alpha in psp exported as png and just stright converted it

http://steamcommunity.com/sharedfiles/filedetails/?id=509231557
(it's a little messy because i used the 512x512 image you uploaded of the UV pattern)

Just tried exporting as a .png and I had the same results as the .tga file, I'm not sure if I'm doing everything correctly...
Originally posted by Mr. One Click:
Originally posted by =^.^=:
just tried with using a 100% no wear alpha in psp exported as png and just stright converted it

http://steamcommunity.com/sharedfiles/filedetails/?id=509231557
(it's a little messy because i used the 512x512 image you uploaded of the UV pattern)

Just tried exporting as a .png and I had the same results as the .tga file, I'm not sure if I'm doing everything correctly...

might be that photo shop does alpha channels diffrently
try doing a half and half - one side 100% transparent and the other side 0%
that ought to end up with atleast part of it working
if not then it might be something in the saving or exporting process but if VTFedit has the 8-bit thingy ticked then the exporting part should be fine since it's accepting the alpha channel
Oreo Aug 30, 2015 @ 8:22am 
When I load my TGA into VTFEdit these are the setting I use.
SETTINGS:
Normal Format: DXT1
Alpha Format: DXT5
Texture Type: Animated Texture

Resize: Checkmarked
Resize Method: Nearest Power of 2
Resize Filter: Triangle
Sharpen Filter: None

Clamp: Checkmarked
Maximum Width 4096
Maximum Height: 4096

Generate Mipmaps: Checkmarked
Mipmap Filter: Box
Sharpen Filter: Sharpen Soft

Generate Normal Map: Unchecked


See if you edited any of these options. Could be the cause of your problems
Snow Aug 30, 2015 @ 8:23am 
Maybe post this into the workshop discussion if you haven't yet ? I think people there would help you more.
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Date Posted: Aug 30, 2015 @ 7:05am
Posts: 32