So, is possible i put a JPG file like custom texture in my MAP or i have problems with color chanell ???
Custom Texture - very very very simple question
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Custom Texture - very very very simple question
I see a sky pak for Call Of Duty, and in .pk3, all files using the JPG format (and not TGA like MOHAA needs...)
So, is possible i put a JPG file like custom texture in my MAP or i have problems with color chanell ???
So, is possible i put a JPG file like custom texture in my MAP or i have problems with color chanell ???
Sorry, but i dont understand your comment...Krane wrote:...and you can leave the shader as tga.
Just for masked textures you have to use tga, because of the alpha channel that jpg doesn't support.
You tell case i use a JPG texture, i dont need create your shader file (example, if i use a wood texture, i dont need create a shader to tell on MOHAA "is a wood texture" ????
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Krane
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What I said is, you have a shader and there all the textures are set as tga, but if you replace the textures by jpg versions, you don't need to change the sahder to jpg, just leave as tga.
Ex: in your shader, you have a custome texture:
Ex: in your shader, you have a custome texture:
If you convert the sg_ancient3.tga to jpg, you'll have a file called "sg_ancient3.jpg"...Just replace it and you don't need to change the shader line to sg_ancient3.jpg...The game will recognize it as you want...textures/siegecastle/sg_ancient3
{
qer_keyword siegecastle
qer_keyword krane
surfaceparm stone
{
map textures/siegecastle/sg_ancient3.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}

