I need a texture....
Moderator: Moderators
I need a texture....
not to be harsh... 1. search for textures using keywords, like concrete or cracked 2. make your own... if you don't know how, read this:
Custom Textures - by SlasherZ
The purpose of this tutorial is to teach you how to make your own custom textures for use with your maps.
OK, let's get started. For this tutorial I will use Paint Shop Pro 5, but any paint program that saves/exports .tga files is fine. I will also use WinZip so you will need it too.
First you need to create some folders on your desktop. Make a folder on your desktop. Call it whatever you like. Within that folder create a folder named textures and a folder named scripts. Inside textures, you need to create a folder call it whatever you would like, keeping in mind that this is what the the texture/textures will show up under in mohradient.
Next you need an image. Open the image up in your paint program. Then, save it as whatever you want with the .tga extension and place that in C:\WINDOWS\Desktop\your new folder\textures\whatever you named your folder. OK, we are now done with the image!
Now we need to make a .shader file. Without the .shader file, your new texture will not appear in mohradient. Open up notepad or another text editor. Copy and paste this bit of script into your text editor:
textures/Algiers/sand_anom1
{
qer_keyword rock
qer_keyword wall
surfaceparm sand
{
map textures/algiers/sand_anom1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
You will need to change textures/Algiers/sand_anom1 to textures/whatever you named your folder/your image, qer_keyword rock and qer_keyword wall to appropriate keywords for your texture, surfaceparm sand to something more approriate for your texture (ex. my texture is a concrete wall texture, so I would change the surfaceparm to surfaceparm concrete), and change map textures/algiers/sand_anom1.tga to maptextures/whatever you named your folder/your texture name.tga. Great, now hit save as and select save as type: all files then, name it: your image name.shader, and save it in your folder/scripts. Each new texture will need it's own .shader file. You are now done with the .shader file!
Now the only thing left to do is make a .pk3 file! Open up WinZip and create a new archive. Save it as: whatever you want.pk3 on your desktop. Now open up the folder you created on your desktop. Select both scripts and textures folders and move them into your winzip window. Now close winzip and move your .pk3 file to the main folder of mohaa. Your done! That's it! Your textures will now appear in mohradient.
Custom Textures - by SlasherZ
The purpose of this tutorial is to teach you how to make your own custom textures for use with your maps.
OK, let's get started. For this tutorial I will use Paint Shop Pro 5, but any paint program that saves/exports .tga files is fine. I will also use WinZip so you will need it too.
First you need to create some folders on your desktop. Make a folder on your desktop. Call it whatever you like. Within that folder create a folder named textures and a folder named scripts. Inside textures, you need to create a folder call it whatever you would like, keeping in mind that this is what the the texture/textures will show up under in mohradient.
Next you need an image. Open the image up in your paint program. Then, save it as whatever you want with the .tga extension and place that in C:\WINDOWS\Desktop\your new folder\textures\whatever you named your folder. OK, we are now done with the image!
Now we need to make a .shader file. Without the .shader file, your new texture will not appear in mohradient. Open up notepad or another text editor. Copy and paste this bit of script into your text editor:
textures/Algiers/sand_anom1
{
qer_keyword rock
qer_keyword wall
surfaceparm sand
{
map textures/algiers/sand_anom1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
You will need to change textures/Algiers/sand_anom1 to textures/whatever you named your folder/your image, qer_keyword rock and qer_keyword wall to appropriate keywords for your texture, surfaceparm sand to something more approriate for your texture (ex. my texture is a concrete wall texture, so I would change the surfaceparm to surfaceparm concrete), and change map textures/algiers/sand_anom1.tga to maptextures/whatever you named your folder/your texture name.tga. Great, now hit save as and select save as type: all files then, name it: your image name.shader, and save it in your folder/scripts. Each new texture will need it's own .shader file. You are now done with the .shader file!
Now the only thing left to do is make a .pk3 file! Open up WinZip and create a new archive. Save it as: whatever you want.pk3 on your desktop. Now open up the folder you created on your desktop. Select both scripts and textures folders and move them into your winzip window. Now close winzip and move your .pk3 file to the main folder of mohaa. Your done! That's it! Your textures will now appear in mohradient.