I just started mapping in Radiant. I know how to load a Prefab, but how do you load textures? I downloaded a bunch of textures, now how do I get them into Radiant?
Thanks
Dumb Question on Textures
Moderator: Moderators
Dumb Question on Textures

"Never insult 7 men when all you're carrying is a 6-shooter."
- Col. Sherman T. Potter - M*A*S*H 4077th, Commanding Officer
i havent done it b4 ,but i assume that u put them in the same folder as all the others (the "main" folder of mohaa).if they werent grouped 2gether ,id recommend u group them in a folder
(Called textures) and zip it then change the extension 2 .pk3,then call it textures so u know it easier.however u must have all ur files in a folder named textures insdie the .pk3 ,correct me any1 if im wrong.
(Called textures) and zip it then change the extension 2 .pk3,then call it textures so u know it easier.however u must have all ur files in a folder named textures insdie the .pk3 ,correct me any1 if im wrong.
- Axion
- Major General
- Posts: 683
- Joined: Mon Sep 29, 2003 5:14 am
- Location: Northern California
- Contact:
If you want to import custom textures, you need to do the following-
-Make a folder to put your textures in. Name it whatever you'd like.
-Place folder you just created with the pictures in a folder called 'textures'.
-You need to write a .shader file for your textures and place that in a folder called 'scripts'.
-Once you have those two folders, use pakscape and put them in a new .pk3 file, and then put the .pk3 file in your main folder (or mainta is you're mapping for Spearhead, maintt fi you're mapping for Breakthrough).
Now the textures should appear in the selectable list in radiant.
Here'a tutorial that explains it in more detail as well-
http://users.1st.net/kimberly/Tutorial/cust-text.htm
Don't feel bad if this sounds overly confusing or hard, because once yhou get the hang of it, it's actually pretty simple.
Good Luck!
-Make a folder to put your textures in. Name it whatever you'd like.
-Place folder you just created with the pictures in a folder called 'textures'.
-You need to write a .shader file for your textures and place that in a folder called 'scripts'.
-Once you have those two folders, use pakscape and put them in a new .pk3 file, and then put the .pk3 file in your main folder (or mainta is you're mapping for Spearhead, maintt fi you're mapping for Breakthrough).
Now the textures should appear in the selectable list in radiant.
Here'a tutorial that explains it in more detail as well-
http://users.1st.net/kimberly/Tutorial/cust-text.htm
Don't feel bad if this sounds overly confusing or hard, because once yhou get the hang of it, it's actually pretty simple.
Good Luck!
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Axion
- Major General
- Posts: 683
- Joined: Mon Sep 29, 2003 5:14 am
- Location: Northern California
- Contact:
That method won't work for other people who would play his map, because they would have to download the textures and make the changes in their main folders themselves. It's easier to include the textures with the distribution of your .pk3 that contains your map, or if you have a lot of textures, to make a separate .pk3 for the textures themselves and distribute that.M&M wrote:i havent done it b4 ,but i assume that u put them in the same folder as all the others (the "main" folder of mohaa).if they werent grouped 2gether ,id recommend u group them in a folder
(Called textures) and zip it then change the extension 2 .pk3,then call it textures so u know it easier.however u must have all ur files in a folder named textures insdie the .pk3 ,correct me any1 if im wrong.
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Axion
- Major General
- Posts: 683
- Joined: Mon Sep 29, 2003 5:14 am
- Location: Northern California
- Contact:
It makes more sense to me to learn how to do it according to the method that you'll use the most.
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
when you release your map add the texture and the sahder on your pk3 and others will be able to see your texture
make a folder textures==> inside ths folder add a folder that will take the same name as the shader IMPORTANT
example:
mymap.pk3/maps/dm/textures/wall/magicwall.jpg===> this my texture custom it dont exist sure its just an example lol
you shader inside the scripts folder got to have this name:
wall.shader
wish you understand lol i m just trying to explain
make a folder textures==> inside ths folder add a folder that will take the same name as the shader IMPORTANT
example:
mymap.pk3/maps/dm/textures/wall/magicwall.jpg===> this my texture custom it dont exist sure its just an example lol
you shader inside the scripts folder got to have this name:
wall.shader
wish you understand lol i m just trying to explain
I wish someone had clearly said to me, or somewhere that i would have read heh, when i first started mapping, that the first thing I should have done before even unzipping radiant, was to take out all my custom pk3's!
I read alot about people talking about pk3's making compile errors, but thats not the real problem... the real problem is that it doesnt always occur to you when your starting out, that when you load up some textures, or more importantly, use keywords, you are likely goign to grab someone else's custom textures... So if you inadvertently use a texture from say, renan, and someoen you send your map to doesnt have renan.... well its a mess!
I only load pk3's i will be playing on immediately now(including my own pk3's), and I keep textures in a folder on my desktop. When I decide I want some custom textures, I have them there in the folder, with shaders, so I can move them all into a pk3 named for the map I want to use them in(even if I havent compiled yet) and put them in the main folder.
I read alot about people talking about pk3's making compile errors, but thats not the real problem... the real problem is that it doesnt always occur to you when your starting out, that when you load up some textures, or more importantly, use keywords, you are likely goign to grab someone else's custom textures... So if you inadvertently use a texture from say, renan, and someoen you send your map to doesnt have renan.... well its a mess!
I only load pk3's i will be playing on immediately now(including my own pk3's), and I keep textures in a folder on my desktop. When I decide I want some custom textures, I have them there in the folder, with shaders, so I can move them all into a pk3 named for the map I want to use them in(even if I havent compiled yet) and put them in the main folder.
When I am king, you will be first against the wall~


