NO custom textures!

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XKA Murdock
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NO custom textures!

Post by XKA Murdock »

guys i tryed to insert custom textures in my map but i couldn't because when i loaded my textures in radiant it would say:

Loading texture esmt/...failed!
Loading texture esmt/....failed!
Loading texture esmt/chalkboard...done.

my textures are at main\textures\esmt\chalkboard.tga for instance...
but in the texture list
it does'nt show up :(
what's the prob? :?
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Bjarne BZR
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Post by Bjarne BZR »

Only the pictures is not enough, U need a *.shader file too... containing stuff like:

Code: Select all

textures/esmt/chalkboard
{
	qer_keyword wall
	qer_keyword wood
	surfaceparm wood
	{
		map textures/esmt/chalkboard.tga
		depthWrite
		rgbGen identity
	}
	{
		map $lightmap
		rgbGen identity
		blendFunc GL_DST_COLOR GL_ZERO
		depthFunc equal
	}
}
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Balr14
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Post by Balr14 »

Radiant has no problem loading non-shader images. I'd be looking for some other error.
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wacko
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Post by wacko »

Well, atleast it will have problems showing them with 'show non-shader images' unchecked :wink:
And I wouldn't check this because it'll end up with lots of original textures showing up, which weren't ment to be used

Another reason could be the format of your images: jpeg must be rgb, tga files must be 24 or 32bit files.
jv_map
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Post by jv_map »

Also jpg files should be baseline compressed rather than progressive.
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Gizzy (nl)
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Post by Gizzy (nl) »

I have the same problem...while loading my map it says textures/base/virus FAILED! But in the 3D view they are showing up nicely. When I select the textureset BASE (my custom set) they also show up nicely in the textures window. But after compiling during gametest, the textures are replaced by the first texture in my custom set. I use 32bit tga files.
jv_map
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Post by jv_map »

Use 24-bits tga (or jpg) for images without an alpha channel, 32-bits for textures containing an alpha channel. Only use an alpha channel if you need transparent parts, it's a waste of memory otherwise.
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wacko
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Post by wacko »

A spearhead problem?

If you use spearhead, try to copy the folder contents from main into mainta or vice versa, start MOHAA for testing instead of Spearhead or - best - forget about Spearhead at all.
Gizzy (nl)
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Post by Gizzy (nl) »

I am testing in mohaa, since the map is mentioned for mohaa. I will change the textures to 24bit and then try again. Thanx for advice :idea:
greets, Gizzy (nl)

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Gizzy (nl)
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Post by Gizzy (nl) »

I got the solution...this is what went wrong : it was a shader problem. 8)

Code: Select all


textures/base/gizlabrechts
{
	qer_editorimage textures/base/gizlabrechts.tga
	qer_keyword trim
	qer_keyword rusted
	qer_keyword metal
	surfaceParm metal
	{
		map textures/base/gizachtung.tga
		rgbGen identity
		depthWrite
	nextbundle
		map $lightmap
	}
} 
now I know why all those textures where replaced with the first (gizachtung) texture in the set... :P :lol:
greets, Gizzy (nl)

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