custom texture


(rbh) #1

ok i have a texture i want to use i had done this so far

made pic 256 by 256 24pixles TGa file type
iv made a shader and saved it as map name and put it in scripts with other shaders
iv also added the map name to the main shader list

But the pic still shows as shader missing in thumbnail view


(RayBan) #2

its not the map name you add to the shader list, but the name of the shader you made. if your shader name is myshader.shader then you would add
myshader without the .shader extension to the list


(Boosted) #3

doesnt have to be.
i have also a custom shader which has the name of my map.
inside are 3 custom shaders, one for my sky and 2 others,
works just fine.
as long as the paths and names are correct it doesnt really matter.


(RayBan) #4

maybe that depends on your editor, im using 1.3.14 still, and it wont use
any shaders it doesnt find in the shaderlist.txt

textures for models will show up either way if their not in the list, as it will
use an implicitmap scheme for them.


(Boosted) #5

can be, using 1.4 here.
but either way the textures should show up in the texture browser even if the shader is broken.


(RayBan) #6

yes, the pic should show, but if the shader has effects to it, it might not
apply if the shader is named different from the texture…

which may be the problem here, if the image is named different, @rbh
maybe you should post the shader, i get the feeling a qer_editorimage
is not setup.


(MrLego) #7

If you have “shaderlist.txt only” checked off in Radiants texture menu it will only show textures that are defined in .shader files that are listed in shaderlist.txt.

If you uncheck it, every texture from every .pk3 found will be displayed in the texture list - regardless of whether it has a shader or not.


(rbh) #8

ok things may be a bit more serious i cant even get smoke to work i will have to try a reinstall


(DerSaidin) #9

Shaders showing up in the editor isn’t why you add them to the shaderlist.

No matter what editor you have, q3map2 checks it during compile, so you do need it.

In terms of files and shaders etc, you need:

  1. A texture file, usualy in etmain/textures/yournameorsomething/texture.tga
  2. A shader file, don’t edit shader files that belong to other people, or that you’ve already released. Shader file goes in etmain/scripts/yournameorsomething.shader
  3. Script in the shader file which references the texture file. Search the forums and look at existing examples.
  4. The shader file must be included in the shaderlist.txt

The editor will load up the etmain/scripts/ folder, sometimes filtering by the shaderlist.txt

The compiler will do the same, but it will always filter by the shaderlist.txt - and its much more important than the editor, so make sure you add it to the shader list. Otherwise you’ll spend days trying to figure out why a brush isn’t being effected by the changes you made to the shader :<