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Custom Textures !
Posted: Tue Jun 24, 2003 1:24 pm
by Jack Ruby
Just had my first go at adding my own textures, worked great, a surprisingly easy thing to do.
What I want to know is are there certain dimensions I should stick to.
ie.. 200x200, 400x400,
the shader I am using is pointing to tga files even though the images are actually jpg's, is this a problem, well its working but might it cause future display problems ?
Also tga's support alpha channels, will I be able to use these with no problems ?
Posted: Tue Jun 24, 2003 1:36 pm
by Serph
save your textures as .tga (targa) file, I believe would be best... and for texture size make them as big/wide as you need em for.
for example if you have a picture 64x32 then make the custom texture 64x32...
Posted: Tue Jun 24, 2003 2:19 pm
by rOger
There is a list out there somewhere that gives you the recommended dimensions of textures for the Quake 3 engine, don't know where though, sorry. However the ones that is used in the game is mostly 128x128, 256x256 or 512x512. 512x512 is mostly used for terrain. It is also possible to make a rectangular texture, most door textures are 128x256.
Posted: Tue Jun 24, 2003 6:20 pm
by nuggets
if the texture doesn't need to be tessilated, then make it twice the size, it's easier to add detail and when reduced tooks better,
if the the texture does need to be tessilated (tiled) then make it the size need,
if using for terrain make the height the same as the width
if making textures for use in the map we're making, make really really good
mirror textures aren't possible in MOH radiant, the portla command has been removed in the compile stage, though i'm looking at different ways of making it
Posted: Tue Jun 24, 2003 11:53 pm
by Jack Ruby
Nuggets, whats the deal with jpg's,
I was checking your shaders and textures out, thats how I worked out how to put mine in there, thanks, I learned something new.
But I saw the shader points to a tga and the new textures you sent are jpgs ?
Does this make sense ? I know it works but how ?
Posted: Wed Jun 25, 2003 1:21 am
by nuggets
it doesn't search for file extensions, but in targa files (.tga) it recognises the black as something to not appear in MOH
Posted: Wed Jun 25, 2003 8:25 am
by rOger
Well, not the black in the image, but the black in the Alpha layer. If you want to save the image as a TGA and not have any transparency make sure its saved as a 24 bit image. However a jpeg image would be considerably smaller which will reduce loading time (I guess).
Posted: Wed Jun 25, 2003 11:31 am
by Jack Ruby
Roger, so what your saying is.. to have the alpha channel working I need to save tga's as 32bit ?
Am I correct ?
Also, I am not sure if this is the cause of a problem I am starting to have,
when I go to run bsp it keeps coming up with errors,
with the custom texture pk3 in the main folder, the bsp thing errors, and it seems if I remove the custom pk3 it will bsp ok, am I right in thinking that if I drop the texture pk3 back into main later it should display correctly, or would I have to have the pk3 back in main before I compiled in mbuilder,
??
Posted: Wed Jun 25, 2003 12:49 pm
by rOger
Yes, for transparency you need to save it as 32 bit. However you also need a correct shader for that texture. There are several examples in the scripts folder in pak0.pk3.
As for removing custom pk3's: As long as you are not using any of the textures that you remove I guess that could work. I have been somewhat spared from compiling errors, so I can't be of much help there I'm afraid.
Posted: Wed Jun 25, 2003 3:18 pm
by Serph
is it possible to save targa file in macromedia fireworks?
because i hate sending my my textures through the network then run downstairs open up photoshop then send it back throught the network and make it into a .pk3 file.. sighs because my photoshop is for mac,.. not for pc
Posted: Wed Jun 25, 2003 3:46 pm
by Jack Ruby
I dont have fireworks, but I know its a pretty comprehensive package, go file save as , take a look through different formats available, if its not there all may not be lost as I think there might be an export thing, not checked but maybe so, go file export, if theres anything there your a lucky man.
Posted: Wed Jun 25, 2003 4:28 pm
by m0g
FW doesn't handle TGA, Photoshop all the way...
Posted: Wed Jun 25, 2003 8:09 pm
by Gen Cobra
Just so you all know it doesn't matter if it's a .jpeg or a targa image unless it needs alpha channels stored with the image, as long as the shader is correct. I have been doing all kinds of shaders and textures for the airport I'm doing, from glass to water to anime and I have to say that so far it hasn't made a difference. As long as the shader is right.
Posted: Wed Jun 25, 2003 8:38 pm
by wacko
Gen Cobra wrote:Just so you all know it doesn't matter if it's a .jpeg or a targa image unless it needs alpha channels stored with the image, as long as the shader is correct.
Everybody who will have to wait for the download of a pk3 to finish, will say that it does matter! No offense, but e.g. your zzz-city_nights.pk3 maybe could have had a more user friendly size, couldn't it?
Posted: Wed Jun 25, 2003 8:49 pm
by Gen Cobra
Wacko wrote:Gen Cobra wrote:Just so you all know it doesn't matter if it's a .jpeg or a targa image unless it needs alpha channels stored with the image, as long as the shader is correct.
Everybody who will have to wait for the download of a pk3 to finish, will say that it does matter! No offense, but e.g. your zzz-city_nights.pk3 maybe could have had a more user friendly size, couldn't it?
No offense to you either but have you ever made mod of that magnitude? I didn't think so.
I must say that the people who had 56 k and dl this loved it cause the frames were o so sweet. I have 56 and I spent 4 hours uploading it so people could play it. So please don't offend me by saying that it could have been more user freindly because there is always room for improvement Wacko and changing .tga to .jpg for size is one of them.