- You will need VTFEdit
- Creating an image
- Use an image editor of your choice
- Make sure both the width and height are a power of 2
- E.g. 128, 256, 512, 1024, 2048
- Example resolutions
- 1024x2048 (wide), 512x512 (square), 1024x512 (tall)
- Importing the image to the source engine
- Open VTFEdit
- Import your image
- File -> Import -> Find your image
- Resolution
- Set the "Maximum Width" to your image width
- Set the "Maximum Height" to your image height
- Transparency
- Set Alpha format to DXT5 to support transparency
- If you don't need it, turn it off by setting Alpha format to DXT1
- Use mipmaps if your texture will be viewed from different distances
- Set required flags
- On the left side, tick any relevant flags
- See https://developer.valvesoftware.com/wiki/VTF_(Valve_Texture_Format)#Image_flags
- Export the VTF file
- File -> Save as
- Save the file in the appropriate material folder
- E.g. assets/materials/your_name/my_material.vtf
- Export the VMT file
- Tools -> Create VMT File
- Make sure the "Base Texture 1" is set to the relative path of your material
- E.g. your_name/my_material.vtf
- Check the options
- Set the surface 1 type
- E.g. concrete
- Enable translucent if your texture is transparent
- See https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters
- Set the surface 1 type
- Copy these files into your gmod folder
- Workshop addon, classic addon, materials folder, ...
- E.g. gmod_folder/addons/myaddon/materials/your_name/
- my_material.vtf
- my_material.vmt