I've followed the custom texture tutorial on nemesis' page but in radiant i can't see the texture when creating a brush.
This is my .shader file:
textures/mine/brickwall1
{
qer_keyword rock
qer_keyword wall
surfaceparm sand
{
map textures/mine/brickwall1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
And this is how I saved the .pk3:
one folder named scripts, containing the .shader file
one folder named textures, containing another folder named mine wich contains the .TGA file
I hope I can get some help here!
custom texture problem
Moderator: Moderators
type 2
The game only likes "type 2" images. I don't know what that is, but you can copy one of the images in pak2 and paste your new image on top. Then save with the original name. Later you can rename the file "brickwall1".
No
What I was saying is to copy a TGA image from the game, move it to your "textures/mine" folder and then modify it to look like your brickwall1 image (using the method I suggested). Your shader should be fine, but your current TGA image may, or may not, be the wrong type.
maybe you should do the tutorial again, you might have missed a step.
maybe you should do the tutorial again, you might have missed a step.
Change the folder name to STITCH, because i've had alot of problems when using mine/mines in folder names, shaders & loading screens.
Then use this script for your shader & when you add another texture just repeat & change the red to what it should be.
textures/Stitch/brickwall1
{
qer_keyword wall
qer_keyword concrete
surfaceParm stone
qer_editorimage textures/stitch/brickwall1.tga
{
map textures/stitch/brickwall1.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
Look at some original files & you will be able to adjust the green for all you textures.
If you have trouble with things, your best just looking at the original files. (in the Pk3 files)
you could learn alot.
Then use this script for your shader & when you add another texture just repeat & change the red to what it should be.
textures/Stitch/brickwall1
{
qer_keyword wall
qer_keyword concrete
surfaceParm stone
qer_editorimage textures/stitch/brickwall1.tga
{
map textures/stitch/brickwall1.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
Look at some original files & you will be able to adjust the green for all you textures.
If you have trouble with things, your best just looking at the original files. (in the Pk3 files)
you could learn alot.



