I followed nemeses' tut on custom textures, and it seemed as if i were doing everything right until i compiled and tested. The textures are showing in mohradiant, but not in game. Everything i have a custom texture on is showing up as black/white alternating colors.
Here is an example of a one of my shader files (taken from Nemes' tut on custom textures and i changed what needed to be changed)
The shader file must be working in game to a point, because the sounds when i shoot the textures and the fx of wood, glass, metal splints coming off the textures work when i shoot it all work, just the textures dont show up is all. Also, no errors are coming up in console.
That worked... kinda. lol. Now it's showing up in the game but not in mohradiant, and the sounds are not correct when walking on the textures, shooting them etc. Instead of being what i put in for qer_keyword, they all sound like rock. Perhaps i need the addition qer_keyword like in my original shader?
the only differences between our shaders are that you put .tga at the end of textures/casino/drums (the first one), and you only had one qer_keyword where as mine had two.
I'm going to try adding back in the second qer_keyword, while leaving the .tga and see if that does anything. I'll let you know
the additional keyword , or any keyword is for radiant texture searches . there is something wrong on your end or something you missed if you're hearing a rock (stone/plaster) sound when the surface parm i listed was for metal .
Alright, figured it out. You do need both qer_keyword in order for the fx and sounds to work... not sure why, but it worked. And it doesnt seem that having the .tga at the end of the path matters. The problem was probably my shader file organization at the bottom. Thanks for you help. For anyone who needs help with the texture, here is an example of one of my final .shader files
textures/casino/drums
{
qer_keyword metal
qer_keyword metal
surfaceparm metal
{
map textures/casino/drums.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
notice that in my original .shader file GL-ZERO was placed on a separate line. That must have been it, because everything else was the same in the original.
Why do you have qer_keyword metal twice ? also you can add qer_editorimage as well and set it to another smaller image that will look better in radiant .
i honestly dont know why i had to put qer_keyword twice... but without it the sounds did not work. Like i previously stated, i took the script from nemeses' tut for custom textures and he had it twice, when PKM sent me his it fixed the problem in that the textures showed up in game, but then it wouldnt show up in mohradiant, also the sounds wouldnt work. I added back in the second qer_keyword and the sounds and fx were fixed.