SH Textures in AA
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SH Textures in AA
How can I get a set of spearhead window textures to work in my Allied Assault map?
there are 5 files: 2 .tga files - 2 .dds files - 1 .fcm file
I put them in my map pk3 file in this folder: textures/(mapname)
and it wont work, am i doing something wrong?
thnx!
there are 5 files: 2 .tga files - 2 .dds files - 1 .fcm file
I put them in my map pk3 file in this folder: textures/(mapname)
and it wont work, am i doing something wrong?
thnx!
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Innkeeper
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You need the shader as well.
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Innkeeper
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Hmm... that should work as long as the paths are correct. Which texture is it that you are using?
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Innkeeper
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You should be using "honorwindow" and "honorwindow_broken". Be sure to uncheck "Show Non-Shader Images" in mohradiant preferences so that you dont pick textures that do not have shaders. Those are the images used by the shader.[KreatoR] wrote:honorcourt_window & honorcourt_windowbroken
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Innkeeper
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Textures->ta_berlin
Be sure to uncheck "Show Non-Shader Images" in mohradiant preferences

Be sure to uncheck "Show Non-Shader Images" in mohradiant preferences

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k, i did
but my problem is that when I compile the map, the brushes with that window texture looked all messed up (all black and yellow weird-like). Then I found out that it was a SH texture, so now im trying to include all the files for that window texture into my maps pk3 file, so they will work in AA.
All I see in SH's pak1.pk3/textures/ta_berlin are files called "honorcourt_window" ... i need "honorwindow". But when I opened "honorcourt_window.tga" in Photoshop, it looks exactly like the texture im trying to use in radiant called "honorwindow"
P.S. Thanx very much Innkeeper for your help so far man! appriciate it!
but my problem is that when I compile the map, the brushes with that window texture looked all messed up (all black and yellow weird-like). Then I found out that it was a SH texture, so now im trying to include all the files for that window texture into my maps pk3 file, so they will work in AA.
All I see in SH's pak1.pk3/textures/ta_berlin are files called "honorcourt_window" ... i need "honorwindow". But when I opened "honorcourt_window.tga" in Photoshop, it looks exactly like the texture im trying to use in radiant called "honorwindow"
P.S. Thanx very much Innkeeper for your help so far man! appriciate it!
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Innkeeper
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That is correct. Looking at the shader:
From this you can see that you need both the textures in your .pk3 for honorwindow to be rendered properly.
Code: Select all
textures/ta_berlin/honorwindow <= this is the name of the shader
{
qer_editorimage textures/ta_berlin/honorcourt_window.tga <= this the image displayer in mohradiant
qer_keyword window
qer_keyword glass
surfaceparm glass
{
map textures/test/window_env.tga <= this and the one below are used in the game
tcgen environment
alphagen const .2
blendFunc blend
}
{
map textures/ta_berlin/honorcourt_window.tga <= this and the one above are used in the game
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
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So what am I missing in my maps pk3 file? I got all 5 of the "honorcourt_....." files in there, and I have the "ta_berlin.shader" in there also. Is that the right shader?
window_env.tga? do i need that in my pk3 too?
so why is the texture in radiant called "honorwindow", but in the pk3 its called "honorcourt_window"?
thnx
window_env.tga? do i need that in my pk3 too?
so why is the texture in radiant called "honorwindow", but in the pk3 its called "honorcourt_window"?
thnx
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Innkeeper
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The textures in mohradiant are called by the name of the shader. ta_berlin.shader is a colection of a great many shaders, and yes you need that file or at least a file with the shaders for the textures you are going to use. You can actually name the file whateveryouwant.shader and it will work.
I the above example, honorwindow is the shader name that is used in mohradiant not the name of the image you see. Sky textures use different textures than the ones with numbers that you see in mohradiant.
Yes you need window_env.tga as well, just understand that for some reason most all images called for in the shaders are called targa files but may be jpegs in reality. So that means the real file name could be window_env.jpg.
There are three image files that you need in your .pk3, they are:
honorcourt_window.tga
honorcourt_windowbroken.tga
window_env.tga
You can also include the .dds files with the same names. They are mipmaps that the game engine will use to display when the player is far away from the image. A mipmap is a colection of the same image in different sizes. But the game will render the window images without these files. They save resources if used.
I the above example, honorwindow is the shader name that is used in mohradiant not the name of the image you see. Sky textures use different textures than the ones with numbers that you see in mohradiant.
Yes you need window_env.tga as well, just understand that for some reason most all images called for in the shaders are called targa files but may be jpegs in reality. So that means the real file name could be window_env.jpg.
There are three image files that you need in your .pk3, they are:
honorcourt_window.tga
honorcourt_windowbroken.tga
window_env.tga
You can also include the .dds files with the same names. They are mipmaps that the game engine will use to display when the player is far away from the image. A mipmap is a colection of the same image in different sizes. But the game will render the window images without these files. They save resources if used.
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