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Custom textures.

Posted: Sat May 07, 2005 8:43 pm
by [FNFP] SSG Malthazar
I am sure this must have been asked before but how do i get a custom texture to show up in radiant?

Posted: Sat May 07, 2005 8:47 pm
by Mj
http://users.1st.net/kimberly/Tutorial/cust-text.htm

Follow the tut - Nemesis is where I learned to map :D

Posted: Sat May 07, 2005 8:52 pm
by [FNFP] SSG Malthazar
:) I have been learning from there too. Did not realize they had a tut on this subject though.

Posted: Sun May 08, 2005 11:34 am
by k47a
Alright, I carefully followed the tut but, of course, it doesn't work in my case :D . I don't really know what to put in the pakscape and how to name it and where to put it in the end (just in the mohaa/main folder???) In any case, there are no custom textures showin up in my rad... :?

Posted: Sun May 08, 2005 11:38 am
by Mj
In the pk3:

textures >> ivantex (or w/e) >> cooltex.tga/jpg
scripts >> ivansgroovytex.shader

and in the shader >> change the map textures/blabla/blabla.tga to map textures/ivantex/cooltex.tga

:)

Posted: Sun May 08, 2005 11:43 am
by k47a
Alright, I got
moh_calvin.tga and
moh_calvin.shader
in a pakscape file name moh_calvin.pk3... Where do I put that?

PS: Yeah, I know, IvaN is another word for total stupidness (heck, I don't even know the correct English word for that, I think!)

Posted: Sun May 08, 2005 11:52 am
by Mj
Hehe Calvin and Hobbes,
Anyway:

textures >> ivantex >> moh_calvin.tga
scripts >> moh_calvin.shader

In the shader, you need to change the map textures/waffle/yum.tga, and teh other one thats lik that to:
map textures/ivantex/moh_calvin.tga

Posted: Sun May 08, 2005 11:56 am
by k47a
textures >> ivantex >> moh_calvin.tga
as pk3? (shader as well?)
What about
map textures/waffle/yum.tga, and teh other one thats lik that to: map textures/ivantex/moh_calvin.tga
? In what shader?
(Btw, I can't open the pak 0 stuff :roll: (the zip program always gets killed by that :D ))

Posted: Sun May 08, 2005 1:03 pm
by Mj

Code: Select all

textures/ivantex/moh_calvin
{
qer_keyword ivan
surfaceparm rock
{
map textures/ivantex/moh_calvin.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
that should look kinda like your shader :)

And it should be PK3 >> textures >> ivantex >> moh_calvin.tga
.............................\
...............................>> scripts >> moh_calvin.shader

Posted: Sun May 08, 2005 2:03 pm
by k47a
:D Great! Everything should be clear now (well, apart from that fact you're probably not Mj, whatever).
Thanks a lot! Now I can finally plaster some phat custom textures on my walls :D

Posted: Sun May 08, 2005 4:59 pm
by k47a
Hehe, it's me again and I feel really embarassed! :D
That *%!!+# don't work :evil: I know, it's probably me who is the problem...

I did a moh_calvin.tga file with the actual picture. Then I made a moh_calvin.shader script. Alright, I can't make a .pk3 of them individually (they just stay .tga resp. shader files).
Then I got the following folders:
mohaa/main/textures/ivantex and mohaa/main/scripts.
Now, do I have to make a .pk3 with both the .tga and the .shader? What name would that .pk3 thingy have then?

I have another problem (when we're at it...): I can't open the pak 0.pk3 file. I have two zip programs (quickzip and pakscape). With the first one I can open every pak file in the main folder - just not the pak 0. With pakscape I can't open anything. That is, I can open the files I just made to .pk3 files (see above) but when I open the pak files just nothing happens.

You see guys, I'm in hip deep shit as I just can't get the things to work... :( . Must be annoying, sorry!

Posted: Sun May 08, 2005 5:12 pm
by Mj
:lol:

Chill out, we are here to help!

First things first, Pk0 is heavy duty pk, full of hundreds of files - that you will doubtless need if you mod. It takes me a couple of mins to open Pk0. To open a pk file using windows only is easy!

Go to a folder, any one, in the toolbar, choose tools >> folder options Click the file types tab, make a new one: Pk3 and associate it with Compressed (zipped) folder :)

This way, you can just double click to open pk files :D

What goes in the pk is the whole thing: folders and all.
A pk file is a mini, localised main folder, basically.

Take a look in some custom maps pks and see how they have done it :wink:

Posted: Sun May 08, 2005 5:15 pm
by k47a
Thanks! So, if the pakscape doens't do anything, it does not not do anything but is loading (or trying to load) the pak 0 - is it normal that I don't see that it's working and thinking? But, btw, why doesn't it open the other pak files then (quickzip does)?

And, about the custom textures: What do I have to do next? Is it correct what I did so far?

Posted: Sun May 08, 2005 5:29 pm
by Mj
Read what I wrote, its all there :wink:

Posted: Sun May 08, 2005 6:23 pm
by k47a
It's alright now - my dad saved me :D . I can open it with quickzip, it just takes some time (as you said - or Mj or whoever :wink: )
Hmm, what did I miss? What about the folder for the textures :oops: :oops: :oops: ? *schnief*
You ppl here are great, really!