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NO custom textures!

Posted: Mon Mar 17, 2003 1:17 am
by XKA Murdock
guys i tryed to insert custom textures in my map but i couldn't because when i loaded my textures in radiant it would say:

Loading texture esmt/...failed!
Loading texture esmt/....failed!
Loading texture esmt/chalkboard...done.

my textures are at main\textures\esmt\chalkboard.tga for instance...
but in the texture list
it does'nt show up :(
what's the prob? :?

Posted: Mon Mar 17, 2003 1:34 am
by Bjarne BZR
Only the pictures is not enough, U need a *.shader file too... containing stuff like:

Code: Select all

textures/esmt/chalkboard
{
	qer_keyword wall
	qer_keyword wood
	surfaceparm wood
	{
		map textures/esmt/chalkboard.tga
		depthWrite
		rgbGen identity
	}
	{
		map $lightmap
		rgbGen identity
		blendFunc GL_DST_COLOR GL_ZERO
		depthFunc equal
	}
}

Posted: Mon Mar 17, 2003 3:40 am
by Balr14
Radiant has no problem loading non-shader images. I'd be looking for some other error.

Posted: Mon Mar 17, 2003 9:08 am
by wacko
Well, atleast it will have problems showing them with 'show non-shader images' unchecked :wink:
And I wouldn't check this because it'll end up with lots of original textures showing up, which weren't ment to be used

Another reason could be the format of your images: jpeg must be rgb, tga files must be 24 or 32bit files.

Posted: Mon Mar 17, 2003 4:21 pm
by jv_map
Also jpg files should be baseline compressed rather than progressive.

Posted: Tue Mar 18, 2003 8:17 am
by Gizzy (nl)
I have the same problem...while loading my map it says textures/base/virus FAILED! But in the 3D view they are showing up nicely. When I select the textureset BASE (my custom set) they also show up nicely in the textures window. But after compiling during gametest, the textures are replaced by the first texture in my custom set. I use 32bit tga files.

Posted: Tue Mar 18, 2003 8:19 am
by jv_map
Use 24-bits tga (or jpg) for images without an alpha channel, 32-bits for textures containing an alpha channel. Only use an alpha channel if you need transparent parts, it's a waste of memory otherwise.

Posted: Tue Mar 18, 2003 8:21 am
by wacko
A spearhead problem?

If you use spearhead, try to copy the folder contents from main into mainta or vice versa, start MOHAA for testing instead of Spearhead or - best - forget about Spearhead at all.

Posted: Tue Mar 18, 2003 9:25 am
by Gizzy (nl)
I am testing in mohaa, since the map is mentioned for mohaa. I will change the textures to 24bit and then try again. Thanx for advice :idea:

Posted: Tue Mar 18, 2003 10:18 am
by Gizzy (nl)
I got the solution...this is what went wrong : it was a shader problem. 8)

Code: Select all


textures/base/gizlabrechts
{
	qer_editorimage textures/base/gizlabrechts.tga
	qer_keyword trim
	qer_keyword rusted
	qer_keyword metal
	surfaceParm metal
	{
		map textures/base/gizachtung.tga
		rgbGen identity
		depthWrite
	nextbundle
		map $lightmap
	}
} 
now I know why all those textures where replaced with the first (gizachtung) texture in the set... :P :lol: