The reason it's not showing correctly in the game is because the compiler can't find the size of the texture, so it creates it at default size (it doesn't know the real size).
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 onto 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.
Texture images should be 512 X 512 in size. But, it can be smaller if you keep the numbers divisible by 32.
265 X 512
128 X 64
512 X 128
64 X 32
but doesn' work infact i noticed that i get the problem also with original stock textures...
I tried MBuilder, and it worked correctly. So I had a look at the .bat file MBuilder created. I believe the problems were caused by the internal bsp_* commands from the menu. It uses something like "-gamedir ../mohaa" which isn't correct. Just replaced the "../mohaa" with the basepath ("g:/action/mohaa") and it worked.
Ok, so I am experiencing the same problem with my textures. The basepath for the directory is correct on my MBuilder so that is not the problem. Anybody have any suggestions? Thanks again!
I remember seeing a post by ydnar (the author of q3map2; he knows a lot about how it works he's on the team that's making ET Quake Wars) on Splash Damage's forums where he explained that this happens when the compiler can't find the texture file itself. Make sure the file's where it's supposed to be and that the shader is 100% correct (hint: Radiant uses the image specified after "qer_editorimage" while the compiler uses the one that comes after "map" in the shader stage).
Is this your custom texture or one you have downloaded ? .shader files go in the main\scripts directory they contain descriptions or should I say values for the different textures in the game . You can set the editor to only show shaders as well so non shader textures won't show in the editor .