first change the format of you custom background to a vtf file, then create a copy of it an rename one background01.vtf and the other background01_widescreen.vtf save both to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\HUDculiao\materials\console

Background maps should be created like dioramas. The geometry in the map should be strictly limited to only what will be seen in the camera view. The goal is to make the least amount of geometry and materials necessary, so the map is smaller and loads faster.


Materials Console Background01.vtf Download


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It is also necessary to create background materials for your menu background .BSP. This is the image that is shown when you first launch the game, but before the background .BSP has finished loading. In Half-Life 2, this was a blurred screenshot of the background map (when recreating this, use a 30px Gaussian Blur filter for a 1280x image). When the background .BSP is finished loading, the screen fades from the static background material to the actual 3D background map.

You can find the key command to take screenshots under Options -> Keyboard when you run the game. The F5 key is the default screenshot key, and saves a .JPG format screen shot to the \screenshots directory. You can also bind a key to the screenshot console command, which will save in the .TGA format.

Once you've made your changes to chapterbackgrounds.txt, you can test your background map using the sv_unlockchapters console variable. This variable control which chapters in the game you have played through, and should be set to the chapter number of the background map you wish to view. e24fc04721

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