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Zip
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What's up with this...

Post by Zip »

I'm trying to make a custom texture, but I think I got the shader wrong.
textures/custom_wall/creamcolour
{
qer_keyword wall
qer_keyword m1
qer_keyword plaster
surfaceparm stone
{
map textures/custom_wall/creamcolour.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
I get this error message in Radiant:
Loading shader custom_wall/creamcolour - creamcolour.shader...LoadTGA: Only type 2 and 10 targa RGB images supported
failed!
Is the problem the qer_keyword bits?
Zip :?
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bdbodger
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Post by bdbodger »

you need to use 24 bit .tga images or 24 bit .jpg images . If you use a .jpg leave the shader as is you have to say .tga but the game will also load .jpg if it does not find a .tga
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Zip
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Post by Zip »

I copied part of a texture from the pk3 file in MOH. It was a .jpg so I edited it and renamed it .tga. Maybe if I save it as a 24-bit bmp and then rename it .tga

I'll let you know what happens :?

Thanks :D
Zip :?
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Zip
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Post by Zip »

Hehe, if i leave it as a .jpg it works :)

Thanks bodger :wink:
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Angex
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Post by Angex »

You can't just rename a file with a different extension to convert it to that file type. The error you were given was saying your tga was in the wrong format. Re-naming a jpg to tga leaves it in jpg format but your O/S and Moh try and treat it as a tga but will fail to preform any operations on it.

Since you've already got it sorted this doesn't matter but I though I'd just mention it.
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Zip
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Post by Zip »

You can't just rename a file with a different extension to convert it to that file type.......Since you've already got it sorted this doesn't matter but I though I'd just mention it.
Good job you did, I thought you could :?
Zip :?
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