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Anyway, I've got my custom texture all ready to go, but cannot get it into Radiant to apply to anything. I have it in Pk3 format (with correct compaction) as a .jpg and a .tga . I believe it needs a script, but alas, I have no clue what to do for it. Please help!
- The Skinning noobsicle.
Custom Textures
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Custom Textures
Stein Auf
you need a shader script
go to recycling bin and check out some of the custom textures and how they are scripted in the shaders.
look at Wackos Aegypten map maybe -
http://recyclingbin.mods-r-us.net/seiten/news.html
go to recycling bin and check out some of the custom textures and how they are scripted in the shaders.
look at Wackos Aegypten map maybe -
http://recyclingbin.mods-r-us.net/seiten/news.html
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
I looked at the shader for the egypt aegarythm thing and I believe it was for about 20 differant textures used for the sky (right?).
I don't know, but it seems easier than that for a single texture that is lit by ambient light. Could there be just a simple little copy n paste bit of code like the "Basic DM map" script (which I love so much)?
I don't know, but it seems easier than that for a single texture that is lit by ambient light. Could there be just a simple little copy n paste bit of code like the "Basic DM map" script (which I love so much)?
Stein Auf
ok. look at the gold.pk3 - this is a single texture and shader example.
http://recyclingbin.mods-r-us.net/seiten/misc.html
We dont have one yet but here is a shader tut you can look at -
http://gronnevik.se/rjukan/index.php?n= ... omTextures
http://recyclingbin.mods-r-us.net/seiten/misc.html
We dont have one yet but here is a shader tut you can look at -
http://gronnevik.se/rjukan/index.php?n= ... omTextures
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Good Stuff Here:
textures/Custom/Woodwall
{
surfaceparm wood
nopicmip
cull none
{
map textures/Custom/Woodwall.jpg
blendfunc blend
depthWrite
nextbundle
map $lightmap
}
}
textures/custom/woodwall = Directory of the .jpg or .tga
{
surfaceparm (wood/stone/sand/etc) = what type of material it is
nopicmip = no clue, just put it in
cull none = no clue, just put it in
{
map textures/custom/woodwall.jpg = map + [directory] + file extension
depthwrite
next bundle
map $lightmap
}
}
Stein Auf
these manuals should be helpful:
http://www.heppler.com/shader/shader/index.html
http://q3map2.everyonelookbusy.net/shad ... ntents.htm
also check the stock textures as well as custom ones, you'll learn a lot from that.
PS:
http://www.heppler.com/shader/shader/index.html
http://q3map2.everyonelookbusy.net/shad ... ntents.htm
also check the stock textures as well as custom ones, you'll learn a lot from that.
PS:
... so don't "just put them in"3.5 nopicmip
This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.
3.2.3 cull disable, cull none
Neither side of the polygon is removed. Both sides are drawn in the game. Very useful for making panels or barriers that have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within. Also used for energy fields, sprites, and weapon effects (e.g.; plasma).
Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.


