211476 wrote:Well it doesnt really matter what size they are, as long as they are 32 bit TGAs, or JPGs. A good size would be around 512x512.
another rule of thumb is to make sure the image's dimensions are divisible by 4 (ie. 100X300px instead of 113X323px) . unless there is transparency in your custom image, keep it as a .jpg . open pak0.pk3, browse to scripts and find a .shader entry that would best match your texture's surface (ie. wood, glass, stone...) . a lot of these can be found in the algiers.shader . open it with notepad and use edit to find the surface material keyword you're looking for (ie. surfaceparm stone) . copy the .shader to your own .shader and make the needed changes.....
textures/algiers/seawall_1
{
qer_keyword wall
qer_keyword rock
qer_keyword natural
surfaceparm stone
{
map textures/algiers/seawall_1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
would become....
textures/tuxland/tuxlandwall1
{
qer_keyword wall
qer_keyword rock
qer_keyword natural
surfaceparm stone
{
map textures/tuxland/tuxlandwall1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
and with more changes can even become....
textures/tuxland/tuxlandwall_wood1
{
qer_keyword wall
qer_keyword flat
surfaceparm wood
{
map textures/tuxland/tuxlandwall_wood1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
by changing the surfaceparm (wood, stone, plaster, carpet, paper, glass, sand, gravel) you can , in most cases using non-transparency .jpg images, reuse the same script ....as long as you make the changes noted above .