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[!] Help on making new/own textures :D
Posted: Wed Jul 23, 2008 1:21 am
by tuxcayc
Hi
I'm working in a map which recreates a real place, and to get the most accurate aspect i'd like to make new custom textures.
I read a tutorial about making textures at Nemesis Tut Page, but i still have some doubts:
- which size is recommended? (i've noticed there are different sized textures)
- and plz give me some hints or orientation on how to create the images to use as textures... making photos is a good idea? will it give good results?
Generally, i'd like to hear all your experience about making custom textures, and any orientation or hint would be very appreciated.
Thanks,
Bye!
PS: hope u understand my poor english

Posted: Wed Jul 23, 2008 1:48 am
by 211476
Well it doesnt really matter what size they are, as long as they are 32 bit TGAs, or JPGs. A good size would be around 512x512. Another thing you must remember is to make them seamless. Making textures from photos will add to the realism.
Posted: Wed Jul 23, 2008 1:41 pm
by PKM
211476 wrote:Well it doesnt really matter what size they are, as long as they are 32 bit TGAs, or JPGs. A good size would be around 512x512.
another rule of thumb is to make sure the image's dimensions are divisible by 4 (ie. 100X300px instead of 113X323px) . unless there is transparency in your custom image, keep it as a .jpg . open pak0.pk3, browse to scripts and find a .shader entry that would best match your texture's surface (ie. wood, glass, stone...) . a lot of these can be found in the algiers.shader . open it with notepad and use edit to find the surface material keyword you're looking for (ie. surfaceparm stone) . copy the .shader to your own .shader and make the needed changes.....
textures/algiers/seawall_1
{
qer_keyword wall
qer_keyword rock
qer_keyword natural
surfaceparm stone
{
map textures/algiers/seawall_1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
would become....
textures/tuxland/tuxlandwall1
{
qer_keyword wall
qer_keyword rock
qer_keyword natural
surfaceparm stone
{
map textures/tuxland/tuxlandwall1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
and with more changes can even become....
textures/tuxland/tuxlandwall_wood1
{
qer_keyword wall
qer_keyword flat
surfaceparm wood
{
map textures/tuxland/tuxlandwall_wood1.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
by changing the surfaceparm (wood, stone, plaster, carpet, paper, glass, sand, gravel) you can , in most cases using non-transparency .jpg images, reuse the same script ....as long as you make the changes noted above .
Posted: Wed Jul 23, 2008 2:09 pm
by erick
Another thing, (if you didn't know already), make your textures tileable/seamless if they are a wall, floor, ceiling, etc. Here is a tutorial on seamless textures.
http://recyclingbin.mods-r-us.net/seite ... #seamless:
Btw your english is perfect
Posted: Fri Jul 25, 2008 3:42 am
by tuxcayc
Thanks for all your answers...
Another doubt I have is... To make transparent textures i.e. to use for fences or stuff like that, to have a transparent image in Photoshop or another editor is enough? I.e: if i pick any transparent PNG and save it as TGA it will work?
Well, thats all by now.
Thanks!
tuxcayc.
Posted: Fri Jul 25, 2008 5:26 am
by 211476
nope, you must create an alpha mask on the transparent areas, save as a 32bit tga
Posted: Fri Jul 25, 2008 2:09 pm
by PKM
211476 wrote:nope, you must create an alpha mask on the transparent areas, save as a 32bit tga
be careful there 211476 . i do not have (nor will ever have) photoshop, so i do not have ready access to making alpha layers/masks . but with my image editing program (MS Digital Image Pro 10) i can leave sections blank on an image, save as a .tga and the custom texture will have transparency ingame . i'm sure there's an alpha mask inserted by the program (DIP-10) somewhere but thing is, i'm not doing the extra work .
Posted: Sat Jul 26, 2008 12:28 am
by tuxcayc
I almost used the "alpha channel/mask" to refer to the transparency. As far as I know when you "erase" a part of the image in any semi-advanced editor (I often use Paint.NET) and it becomes transparent, an alpha channel or mask -whatever- is automatically applied.
Well, I got the idea
So I think it's time to take some photos and play with the propierties of every texture (is the part that "scares me")
Thanks!
Any other help or experience would be really appreciated.
Bye
tuxcayc
Posted: Mon Jul 28, 2008 8:24 am
by tuxcayc
hi again
its 4 am here in Chile and... im working with the .shader for my brand-new textures

now... searching trough algiers.shader y found some other posible values for surfaceparm:
metal , dirt, fence, mud and grill
do they work?
can someone tell me ?
well just posting on the go, anyway I WILL use metal surfaceparm parameter... we're here to make mistakes and learn and those stuff
thanks!t
tuxcayc
Posted: Mon Jul 28, 2008 1:16 pm
by PKM
yes, yes they do . i apologize for not including them as possible sound parms .
Posted: Mon Jul 28, 2008 8:27 pm
by tuxcayc
PKM wrote:yes, yes they do . i apologize for not including them as possible sound parms .
damn!
I made a test copy of the .map and used my textures (about 28), compiled like 4 hours and it won't start. It just quit mohaa, and if I run dedicated server it starts just fine, but when joining the local server it shutsdown the same way that creating the server not-dedicated.
I thought that a possible explanation for that would be my textures with that "metal" surfaceparm... anyway I will check it... who knows...
Thanks
bye
PS: a way to bypass VIS and LIGHT would be handy to reduce compile times... i remember i read it here somewhere.. i'll check the forum.
(can this mark the difference between loading the map correctly or crashing?)
Posted: Tue Jul 29, 2008 8:00 pm
by tuxcayc
I, reporting again
I made a little testing map with almost 10 custom-made textures, and it worked well. So I cant imagine what caused the other map to crash (i dont think that a custom texture not included in the testing map may produce the crash)
Well,
another question i have, is how to make a window glass brush, but just the glass, and make it breakable and all the stuff (maybe some reflection too...) but just the glass... so i can use it everywhere and make the borders of the window with brushes. (making a texture with no borders maybe?)
well that's it.
thanks for the help as always.
tuxcayc.
Posted: Tue Jul 29, 2008 9:26 pm
by 211476
Posted: Tue Jul 29, 2008 10:55 pm
by PKM
whatever brush you use to make the glass part, right click and :
func/window .
then give it
key: health
value: 20