adding costum texteres

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

Moderator: Moderators

thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

adding costum texteres

Post by thecube »

hey im making a map based on the movie : cube hypercube

and i want to ad some new textures for that into the mohradiant

bud how do i do that?
Image

Image

Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

shader

Post by tltrude »

You must make a new (.shader) file that uses your new images--tga or jpg format. The shader files are located in pak0 in a folder named "scripts". So, you will need new folders in your game's "main" folder named "scripts" and "textures/custom" (with the new files in them) in order to use the new textures in radiant.
Tom Trude,

Image
thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

Post by thecube »

so i make a map whit the srcipts files in it (the .shader files that point to the images in the map texture/costum) and i just put that in a pk3 file that i put in my main folder is that corroct or can you even do it whitout putting it in a .pk3 file
Image

Image

Image
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

They don't have to be in the same pk3 file but it is recommended so you only have one file to share. However they will also work without a pk3, you can place them in folders under your mainfolder.
thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

Post by thecube »

ok i have found how to do it bud know my question is how do you make the walls and floors changing from images like you can see in the saterday night fever 1, 2 and 3 map on the disco floor?

i have tryed to add .gif files in the radiant bud he dont take that so i have to make some scripts for each wal and floor so the images schange by themself

thanks pancake

(its just im making a new map that will be insane to play on)
PKM
General
Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

you're going to need an animation script that works like a ''flipbook'' . here's one general cobra used for city nights that i've adapted :
//anime by Gen Cobra
textures/screen/name of seperate small image to represent animation (do not include file extention here)
{
nomipmaps
nopicmip
cull none
force32bit
surfaceparm nolightmap
{
animMap 09 textures/your folder/yourimage_1.jpg textures/your folder/yourimage_2.jpg textures/your folder/yourimage_3.jpg textures/your folder/yourimage_4.jpg textures/your folder/yourimage_5.jpg
rgbgen global
//alphagen global
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
mohaa's engine get's real ''picky'' with this script, it has to be exact or you'll just get blinking white and yellow squares .
1. you'll need to break your animation into multiple images like cartoon cells (each animation advancing the movemnt a little).
2. you'll need to create a small (60X60) image to ''represent'' the animation (just like sky textures have) .
3. the images that make up the animation itself go in one folder (call it ''animation_1) and the small image used to ''represent '' the animation can go in your custom textures folder. they both however work off the same script.
4. put the name of the small image where the green text is WITHOUT THE FILE EXTENTION.
5. put the name of the folder where the images are in where the text is yellow.
6. list each individual image that makes up the animation where the red text is WITH THE FILE EXTENTION. there must be a space between each entry (most common mistake).

not sure exactly how to control the speed of the animation , though i think it's the section of code that reads "anim map 09". you can manually control the speed by putting multiple copies of each image code in the animation code ie.
...textures/your folder/yourimage_1.jpg textures/your folder/yourimage_1.jpg textures/your folder/yourimage_1.jpg textures/your folder/yourimage_2.jpg
some scripters say you can only get 8 images to make up the animation but i've done up to 20 or so and the original script for this was made up of over 20. although sometimes it doesn't work for some reason (your animation starts over half way through) so it's basically trial and error. the sad part is you have to actually run the map to check it.

you can list multiple animated textures in the same script although i've had trouble with that so i create seperate scripts and seperate texture folders for each animation (barring the small image that 'represents' the animation).

if you have saturday night fever map, i believe the kaskami boys call their animation scripts ''anim'' or ''anime''. pull it out and take a look at it, that's how i figured it out.

good luck
i'm not f****** angry, i'm from philadelphia .
Image
thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

Post by thecube »

thanks i can go on for now (have to make a lot of sripts now)
Image

Image

Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Shaders

Post by tltrude »

If you want, you can use new textures and shaders found in other people's pk3s--saves a lot of work. The map named Gotterdammerung ( on my web page) has a lot of textures from StarWars Jedi Outcast. But, you will have to dig the new textures out of the pk3 files and put them in your final pk3.

My signiture logo is a link to my web page.
Tom Trude,

Image
thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

Post by thecube »

thanks for the help

i have downloaded the exploding door map and i watn to use the exploding mines and some other stuff (the ones that are deadly in this map) can i put them into my map like the triggers for the mines in one room and then the mines in a other room so when sombody is standing in the trigger room he can blew up a other room to see if there are some person in that room it have to become a deadly map not so much from face to face fights bud more from the treaps so it will be hard to kill eachother i have added 64 cubes standing away from eacother and the only way to go to the other room is whit teleports and some rooms. the things i want to ad now are this

1) the mine triggers
2) the animated walls
3) the lights for evryroom
Image

Image

Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Post by tltrude »

........can i put them into my map like the triggers for the mines in one room and then the mines in a other room.......
You can use anything you want from my maps.

Ps: Please take the time to punctuate your posts--they are very hard to read!
Tom Trude,

Image
thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

Post by thecube »

thanks for letting me use youre items in the map.

ps.: i will try to make my posts better next time so you can understand them better.
PKM
General
Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

thecube wrote:thanks for letting me use youre items in the map.

ps.: i will try to make my posts better next time so you can understand them better.
btw cube, explain to the unclean masses how the movie ''Saw'' & "Saw II" ripped off the euro movie ''The Cube'' & "The Cube II: Hyper Cube" completely.
i'm not f****** angry, i'm from philadelphia .
Image
thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

Post by thecube »

Hey i have some trobles whit adding a door to my map.

i have created a first map (just the wals) and now i want to add some doors to it (only doors no windows) im using the csg subtract function to make a hole for my door. whit adding a new wall into it (like a cube in a wall) bud when i want to created the hole. radiant tells me the next thing:

Cannot add a set of brushes with a concave hull.

how can i solf this problem?

i have created all my walls whit the caulc brush and just painted the wals that wil be seen by the player.
thecube
Private
Posts: 9
Joined: Wed Feb 01, 2006 3:00 am

ambiant lighning promblem

Post by thecube »

hey i want to add ambiant lightning to my map so i can see whitout to have a billion of lights in my map bud how do i uxe ambiant licht when i dont use the sky's? or do you have to use the sky's to use the ambiant ligth i just want to light my map at once.

greets pancake a.k.a the cube
PKM
General
Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Re: ambiant lighning promblem

Post by PKM »

thecube wrote:hey i want to add ambiant lightning to my map so i can see whitout to have a billion of lights in my map bud how do i uxe ambiant licht when i dont use the sky's? or do you have to use the sky's to use the ambiant ligth i just want to light my map at once.

greets pancake a.k.a the cube
nah, you can alter the light with keys and values without a skybox/sky texture...you'll just won't need as many keys/values.


try this one....

key: ambientlight
value: 10 10 9 <--change for initial ''brightness" of map, lowere values = darker map

key: suncolor
value: 100 92 92 <--change w/sundiffusecolor for initial ''color" of light in map

key: sundiffusecolor
value: 95 95 105

key: sundirection
value: -50 135 0 <--angles light will originate from
i'm not f****** angry, i'm from philadelphia .
Image
Post Reply