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Posted: Fri Jan 07, 2005 1:10 am
by Jack Ruby
I bow to the week long map
amazing work man

Posted: Fri Jan 07, 2005 12:42 pm
by FIVEBOY
seere just can i ask where you got your cool custom textures from?
Posted: Fri Jan 07, 2005 1:06 pm
by seere
FIVEBOY wrote:seere just can i ask where you got your cool custom textures from?
Well Fiveboy I "borrow" from other games and search thouroughly the internet...google/image/blah textures..and go through alot of crap before I find something I like.
Some games use different file formats than simple jpegs ..they use dds files or worse so I have to get a program to read them, then cut them then I alter them slightly (hue ,saturation etc) then optomise for jpeg.
It is a pain but the end results is alot better than the bog standard ones in the stock moh series.
Seere.
Posted: Fri Jan 07, 2005 8:10 pm
by HDL_CinC_Dragon
i found some niiiiice testures on google images.... but i just took the jpeg (cuz it looked fine w/o cropping it) and converted it to targa (TGA), and there i had it.... heres a Q from me though.... i have some textures i got from a nice little map but i dont want so many pk3's taking up room in my main folder so i just took all the textures and put them in a pk3 i named custom_textures and i had a folder in it called "textures" and one called "scripts". i put the textures in "textures" under "dragon" and .shaders in "scripts" but when i go in the game and i shoot one of the metal textures, it makes the mark of a concrete (the standard for un-shadered textures)... is there a way to change this? do i have to put the .shaders in "scripts" > "dragon"?
Posted: Fri Jan 07, 2005 8:24 pm
by wacko
with the textures lying in textures/dragon,
the shader file must be scripts/dragon.shader
and shaders for metal textures should look something like
Code: Select all
textures/dragon/texture1
{
qer_keyword trim
qer_keyword rusted
qer_keyword metal
surfaceParm metal
{
map textures/dragon/texture1.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
btw, standard opaque textures can easily be jpgs (much smaller)
Posted: Fri Jan 07, 2005 8:25 pm
by HDL_CinC_Dragon
... do i write .shaders like i write a script? just save it as a .shader?
Posted: Fri Jan 07, 2005 8:38 pm
by At0miC
Yes just save it as *.SHADER ..
Posted: Sun Jan 09, 2005 5:11 am
by HDL_CinC_Dragon
cool! thnx!
Posted: Sun Jan 09, 2005 7:06 pm
by Deutsche Dogge
You can also have a look there for more informations about shader files.
http://www.heppler.com/shader/