Adding Custom Textures To PK3s
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Goldeneye090
- Colour Sergeant
- Posts: 79
- Joined: Mon May 10, 2004 10:11 pm
Adding Custom Textures To PK3s
Gots a problem...No one can see my custom textures that I got from texture and prefab packs...I thought I added them to the PK3, but I am definately doing it wrong...how do I put any possible textures I use in Radiant into the Textures folder of my PK3 file? Someone Help! Thanks, Goldeneye
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Krane
- Lieutenant General
- Posts: 782
- Joined: Sat May 31, 2003 4:18 pm
- Location: California, USA
- Contact:
Inside the MOHAA/main/textures folder, make a folder w/ the name of your map. Let's call it "yourmap"... Inside this folder, stick all your custom textures.
Now, the shader. Open Notepad and paste this:
Now, the shader. Open Notepad and paste this:
Save it as "yourmap.shader" inside the MOHAA/main/scripts folder. Make the pk3 and distribute to the other players!textures/yourmap/yourtexture
{
qer_keyword YOURMAPNAME
surfaceparm stone // THE TYPE OF THE TEXTURE
{
map textures/siegecastle/yourtexture.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
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Goldeneye090
- Colour Sergeant
- Posts: 79
- Joined: Mon May 10, 2004 10:11 pm
-
Goldeneye090
- Colour Sergeant
- Posts: 79
- Joined: Mon May 10, 2004 10:11 pm
...
Oh yes...(I'm a noob so this is why I am asking this question as well):
How do I put my custom textures in my MOHAA/Main/Textures Folder? They are only viewable in my MOH Radiant/SDK...
How do I put my custom textures in my MOHAA/Main/Textures Folder? They are only viewable in my MOH Radiant/SDK...
Well if you want mutliple textures in your shader you could do:
The type of texture would be like stone, wood, etc. So moh can play sounds a show effects.
Your texturename.tga is the filename of the texture, even if it is a .jpg still use .tga on the end...
Go into Explorer and go to this path:
C:/Program Files/EA Games/MOHAA/main/textures
That is the default installation path, it may be different on your system. You'll probably have to create the textures and scripts folder.
Code: Select all
textures/yourmap/yourtexture
{
qer_keyword YOURMAPNAME
surfaceparm stone // THE TYPE OF THE TEXTURE
{
map textures/yourmap/yourtexture.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
textures/yourmap/yourtexture2
{
qer_keyword YOURMAPNAME
surfaceparm stone // THE TYPE OF THE TEXTURE
{
map textures/yourmap/yourtexture2.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
The type of texture would be like stone, wood, etc. So moh can play sounds a show effects.
Your texturename.tga is the filename of the texture, even if it is a .jpg still use .tga on the end...
Go into Explorer and go to this path:
C:/Program Files/EA Games/MOHAA/main/textures
That is the default installation path, it may be different on your system. You'll probably have to create the textures and scripts folder.
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Goldeneye090
- Colour Sergeant
- Posts: 79
- Joined: Mon May 10, 2004 10:11 pm
...
lol I have no idea how to do this...What if I have about 10 textures...all custom?
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
add all your textures (jpg or tga) in a folder textures/custom
then the shader of your textures would be called custom.shader
sahder fle :
then the shader of your textures would be called custom.shader
sahder fle :
Code: Select all
textures/custom/name_of_my_texture<==== how it appered in radiant
{
qer_keyword YOURMAPNAME
surfaceparm stone <==== type of texture (wood, metal, water etc etc)
{
map textures/custom/yourtexture.tga or jpg<=== the real name of thejpg or tga texture
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}

