Start by opening the pak01_dir.vpk file in GCFScape and browsing to models/cubemaps, then extract the .vtf file for the cubemap you want to use. Now open that file in VTFedit, and go to file->export all. Make sure you do export all and not simply export, as that will only save one image, while we need all 6 cubemap faces.
You should now have 6 tga files named *_00_0X_00.tga, where 0X = face number, the face number is important as we will need it to reconstruct a vertical-cross format cubemap.
A vertical-cross cubemap looks like this:
To recreate that layout, we need to drag each file into photoshop, at the correct position, which is: 00_00_00 = Front( Positive Z ) 00_01_00 = Back( Negative Z ) 00_02_00 = Right( Positive X ) 00_03_00 = Left( Negative X ) 00_04_00 = Top( Positive Y ) 00_05_00 = Down( Negative Y )
Load up the vertical cross template into PS, and resize it so that the width is 3x the size of each individual cubemap face texture (eg, 512 x 3 = 1536 pixels wide). When youve got it sized properly, drag the individual textures in and match them up according to the chart above. You should have something that looks like this now:
After you have each texture in the correct position, youll need to rotate them so they all line up, like so:
Thats it, now youve got a cubemap ready to load into Toolbag 2. From here, simply click the Image button in the Sky object properties, and find your file. Toolbag will automatically recognize the cubemap format and load it up.
Portrait Backgrounds
Open up the pak01_dir.vpk file once again in GFCScape, but browse to materials/portrait_card/portrait_backgrounds, and export the VTF file for your character. Then, open the VTF file up in VTFedit and export as a TGA.
We currently do not support loading a custom background image directly into Toolbag, but its easy to add by exporting a screenshot with transparency and placing the image in Photoshop.
To do that, go to Capture-> Settings (ctrl+P) from Toolbag, change your file format to PSD and make sure Transparency is checked.
Now, set up your model, lighting, etc, and export an image. When you load the image in PS you will find a layer mask automatically applied for your model. Now simply drop in the portrait background image that you previously exported behind your render and youre done.
Aw yeah, that's awesome! I've tried searching around the files for something like that to use as a sky for more accurate ingame lighting representation, but couldn't really find it. Thanks a lot for the guide!
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