Importing Custom Textures
After setting up the Builder you will have your "materialsrc" folder all ready to go.
PSD/TGA/PNG file types in your materialsrc folder should work.
- Steam\steamapps\common\natural selection 2\ns2\materials\Your_Custom_Output_Folder_Name\your_texture_name.material
- Steam\steamapps\common\natural selection 2\ns2\materials\Your_Custom_Output_Folder_Name\your_texture_name.dds
- Steam\steamapps\common\natural selection 2\ns2\materials\Your_Custom_Output_Folder_Name\your_texture_name_normal.dds
Creating ".material" file
You must create a ".material" file for each of your custom textures. The easiest method to do this is by copying an existing ".material" file, and pasting it in the same folder as your own textures.
The ".material" file must be named the same as your texture. "your_texture_name.psd" should have a "your_texture_name.material" file.
Open the .material file and make it look something like this.
shader = "shaders/Level.surface_shader" albedoMap = "materials/Your_Custom_Output_Folder_Name/your_texture_name.dds" normalMap = "materials/dev/dev_normal.dds"
albedoMap is your main texture.
normalMap can be swapped with a custom normal map e.g. "materials/Your_Custom_Folder_Name/your_texture_name_normal.dds". Place "your_texture_name_normal.psd" next to your main texture's PSD.
Now you can go to the Builder and click: Build > Build.
It should convert your textures to DDS and put them in the output directory (steamapps\common\natural selection 2\ns2\materials\Your_Custom_Output_Folder_Name)
Using the Texture
Now load the Spark Editor. Your material should be in the list.
- Naming the "materialsrc" folder to "materials" may fix an issue with the texture being put in the wrong location ("ns2\materialsrc" instead of the correct location "ns2\materials") after compiling.