Cannot get custom textures to show up in compiled map


(Ifurita) #1

Here’s what I’ve done so far:

  1. Edited texture ‘int_wall07.tga’, using PaintShopPro, by copying a 256 x 128 swatch (just wanted the top white half), pasting into a new file, then saving as ‘test.tga’ in /textures/iffy

NOTE: For some reason, I copied a 256 x 128 section, but it always gets pasted as 256 x 129. No idea why.

  1. Selected brush face in Radiant an applied the ‘test.tga’ texture to it. I see it find in the Radiant editor
  2. Wrote a new .shader file with the following, named it iffy.shader, and saved it in /scripts

textures/iffy/test
{
	qer_editorimage textures/iffy/test.tga
	surfaceparm woodsteps
	surfaceparm playerclip
	{	
		map textures/iffy/test.tga
	}
}

  1. Edited shaderlist.txt by adding ‘iffy’ at the end, then saved
  2. Compiled map and got the following errors:

^1Image not power of 2 scaled: textures/iffy/test.tga
^3WARNING: R_FindImageFile could not find 'textures/iffy/test.tga' in shader 'textures/iffy/test'
^3Shader textures/iffy/test has a stage with no image

Questions:

  1. What am I doing wrong (duh!)
  2. I have no idea why my copied section is getting pasted with the additional pixel. Any tricks I should know? I am using and snapping to an 8 pixel grid
  3. I double checked the target texture and it is in /textures/iffy/ and named test.tga
  4. What do I need to so to fix the “stage with no image” error?

Thanks all


(chavo_one) #2
  1. Well, it appears all of your problems result from the fact that the test.tga texture is not sized by powers of two.
  2. Make sure anti-aliasing is turned off when you make your selection.
  3. good.
  4. Make sure the texture is sized by powers of two.

What I would suggest is in PSP, create a new image that is 256x128. Then select your bit from the existing texture, and paste it into the new blank image.

That way, regardless of what size you copy from the original texture, your new texture is correctly sized.

Also, I’m assuming you don’t just resize your test texture because you want it to tile with the source texture (without stretching problems). If not, I would say just hit shift+s in PSP and resize it to 256x128.


(Ifurita) #3

thanks, will try that. The texture I’m using as a base has a red bottom half and a white top half. I want to use the original texture as the floor level texture on a building but have everything on top of that be white.

Update. Thanks. At least the texture now shows up. However, it’s really bright.

Update. Added


implicitMap -

and everything looks fine now. Just need to play around with my sample to get rid of the faint white borders around the texture.

here’s what I’m getting:


(Ifurita) #4

I wrote everything up that I posted here into a simple tut. Any suggestions or corrections would be appreciated

http://www.rtcwonline.com/dummies/customtexture.htm

I also wrote on one on the quick and dirty way to make trussed boxes (boxes with cross bars)

http://www.rtcwonline.com/dummies/truss.htm


(Spookstah) #5

I wouldnt use the new image methode like chavo_one did suggest because what you are doing is resizing the the copied image and you will get tiling problems.

When you copy a part from a texture with the wrong size like you did (256x129) and you use the psp methode: copy into image the 129 is “compressed” into 128 size.
Now when you use the new texture in combination with the original and you have to texture a big model/object (like a wall) you will get errors after a few textures, like stones/brickets not fitting together etc.

If you want i can show you how to make new textures from existing textures or do it for you. (ive been texture artist for other games)


(Ifurita) #6

It would be great to have a tutorial on making/editing basic textures that fit seamlessly into large tiled areas.