Custom Texture Mess
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panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
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Right about the tga, but in this case wrong about the rest though. The reason it's not showing correctly in the game is because his texture dimensions were wrong, as soon as I fixed that the problem was gone. He does need a shader if he wants to give the texture a surfaceparm of wood and the nopicmip property.
I added the tga file u made to my surface and i still get the same, my billboard is not the size of the image but bigger so i do ctrl f to make it fit then i rotate it so it appears the right way round.
I compile it as normal but still get the same, i have used another texture before testing this one and that appeared as it should. i do not know why it does this and has annoyed me too much now so i will have to find another texture to use, all it's for is to hide the jail door when it rises not a biggy thought i would try my custom texture but obviously can't do it lol.
Thanks for you info guys and thank you pentera for the help
P.S Also removed the shader and still the same so it's the image
I compile it as normal but still get the same, i have used another texture before testing this one and that appeared as it should. i do not know why it does this and has annoyed me too much now so i will have to find another texture to use, all it's for is to hide the jail door when it rises not a biggy thought i would try my custom texture but obviously can't do it lol.
Thanks for you info guys and thank you pentera for the help
P.S Also removed the shader and still the same so it's the image
32 bit
What I do, for most new textures, is to find a stock image that is simular to the one I am making. Then I'll copy that one to the desktop and open it up with photoshop.
I then paste the new image on to the stock image and save it without changing its name. If it has an alpha layer, that has to be changed too.
I then rename the image file on the desktop--not in photoshop. Doing it that way keeps the formating of the stock image in place for the new image.
I then paste the new image on to the stock image and save it without changing its name. If it has an alpha layer, that has to be changed too.
I then rename the image file on the desktop--not in photoshop. Doing it that way keeps the formating of the stock image in place for the new image.
Then do i just save the file as 24 bit then if it's a tga file, or do i have to edit a jpg file?
Also off topic of this texture, is there a way to split a teleport destination into more than one but using one teleport orgination, i am using
target - start of teleport
axis
targetname - Destination
axis
if i make more than one destination will it work, if so do i change anything
Thanks for the help, i will find an image once i know if to edit a jpg or tga, do i need a shader for it to display in radient?
Also off topic of this texture, is there a way to split a teleport destination into more than one but using one teleport orgination, i am using
target - start of teleport
axis
targetname - Destination
axis
if i make more than one destination will it work, if so do i change anything
Thanks for the help, i will find an image once i know if to edit a jpg or tga, do i need a shader for it to display in radient?
