SH Textures in AA

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

SH Textures in AA

Post by [KreatoR] »

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!
Innkeeper
Colonel
Posts: 475
Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:

Post by Innkeeper »

You need the shader as well.
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

ok, when i select the texture in radiant's texture browser, at the bottom, it says ta_berlin.shader ....so i assume that that is the shader its using ...right?

so I put that one in my pk3 with the other files ....and it still didnt work :?
Innkeeper
Colonel
Posts: 475
Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:

Post by Innkeeper »

Hmm... that should work as long as the paths are correct. Which texture is it that you are using?
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

honorcourt_window & honorcourt_windowbroken

its in SH's pak1 file in the textures/ta_berlin folder
Last edited by [KreatoR] on Sun Feb 09, 2003 6:05 pm, edited 1 time in total.
Innkeeper
Colonel
Posts: 475
Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:

Post by Innkeeper »

[KreatoR] wrote:honorcourt_window & honorcourt_windowbroken
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]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

i cant find honorwindow ....all i see is honorcourt_window

where did you find honorwindow?
Innkeeper
Colonel
Posts: 475
Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:

Post by Innkeeper »

Textures->ta_berlin

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

Image
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

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! :)
Innkeeper
Colonel
Posts: 475
Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:

Post by Innkeeper »

That is correct. Looking at the shader:

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
	}
}
From this you can see that you need both the textures in your .pk3 for honorwindow to be rendered properly.
[KreatoR]
Sergeant Major
Posts: 104
Joined: Wed Oct 23, 2002 12:43 am
Location: MN

Post by [KreatoR] »

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
Innkeeper
Colonel
Posts: 475
Joined: Mon Nov 25, 2002 10:13 pm
Location: NC, USA (about 7.5 klicks from the capital dome)
Contact:

Post by Innkeeper »

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.
Post Reply