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Adding Custom Textures To PK3s

Posted: Mon May 10, 2004 10:13 pm
by Goldeneye090
Gots a problem...No one can see my custom textures that I got from texture and prefab packs...I thought I added them to the PK3, but I am definately doing it wrong...how do I put any possible textures I use in Radiant into the Textures folder of my PK3 file? Someone Help! Thanks, Goldeneye

Posted: Mon May 10, 2004 10:31 pm
by Krane
Inside the MOHAA/main/textures folder, make a folder w/ the name of your map. Let's call it "yourmap"... Inside this folder, stick all your custom textures.

Now, the shader. Open Notepad and paste this:
textures/yourmap/yourtexture
{
qer_keyword YOURMAPNAME
surfaceparm stone // THE TYPE OF THE TEXTURE
{
map textures/siegecastle/yourtexture.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
Save it as "yourmap.shader" inside the MOHAA/main/scripts folder. Make the pk3 and distribute to the other players! :D

Posted: Mon May 10, 2004 11:38 pm
by Goldeneye090
Hey thanks! That helped a lot...but what if I have more than one custom texture? And what is the difference between where it says THE TYPE OF THE TEXTURE and YourTextureName.tga??

...

Posted: Mon May 10, 2004 11:53 pm
by Goldeneye090
Oh yes...(I'm a noob so this is why I am asking this question as well):

How do I put my custom textures in my MOHAA/Main/Textures Folder? They are only viewable in my MOH Radiant/SDK...

Posted: Tue May 11, 2004 12:40 am
by blue60007
Well if you want mutliple textures in your shader you could do:

Code: Select all


textures/yourmap/yourtexture
{ 
qer_keyword YOURMAPNAME 
surfaceparm stone // THE TYPE OF THE TEXTURE 
{ 
map textures/yourmap/yourtexture.tga 
depthWrite 
rgbGen identity 
} 
{ 
map $lightmap 
rgbGen identity 
blendFunc GL_DST_COLOR GL_ZERO 
depthFunc equal 
} 
}


textures/yourmap/yourtexture2
{ 
qer_keyword YOURMAPNAME 
surfaceparm stone // THE TYPE OF THE TEXTURE 
{ 
map textures/yourmap/yourtexture2.tga 
depthWrite 
rgbGen identity 
} 
{ 
map $lightmap 
rgbGen identity 
blendFunc GL_DST_COLOR GL_ZERO 
depthFunc equal 
} 
}



The type of texture would be like stone, wood, etc. So moh can play sounds a show effects.

Your texturename.tga is the filename of the texture, even if it is a .jpg still use .tga on the end...

Go into Explorer and go to this path:

C:/Program Files/EA Games/MOHAA/main/textures

That is the default installation path, it may be different on your system. You'll probably have to create the textures and scripts folder.

...

Posted: Tue May 11, 2004 10:11 pm
by Goldeneye090
lol I have no idea how to do this...What if I have about 10 textures...all custom?

Posted: Tue May 11, 2004 11:01 pm
by blue60007
well just copy one texture's worth of shader data and copy it 9 times and change it to match the texture.

Posted: Tue May 11, 2004 11:54 pm
by agentmad007
add all your textures (jpg or tga) in a folder textures/custom

then the shader of your textures would be called custom.shader

sahder fle :

Code: Select all

textures/custom/name_of_my_texture<==== how it appered in radiant
{ 
qer_keyword YOURMAPNAME 
surfaceparm stone <==== type of texture (wood, metal, water etc etc)
{ 
map textures/custom/yourtexture.tga or jpg<=== the real name of thejpg or tga texture
depthWrite 
rgbGen identity 
} 
{ 
map $lightmap 
rgbGen identity 
blendFunc GL_DST_COLOR GL_ZERO 
depthFunc equal 
} 
}