custom textures


(Cheeezy) #1

i made some custom textures and put them into etmain/textures/mapname and loaded them. i put them on brushes. on the gtk radiant view it looked fine. but when i loaded the map all i saw was the orange box thing. i made a pk3. with the textures in it to see if that would work but it didnt. can someone help me.


(Aikon) #2

Search is your friend, use it… (I’m gonna bind that, any way to do that, perhaps?)

As for your answer: Do you know what a shader is? Do you have a shader? Are all of your textures named correctly? Is your .shader in your scripts folder? Is your .shader’s name added to the shaderlist? Have you checked this site’s wonderful search button out yet? And last but probably not least, why does no one ever bother to use the search button anymore?


(Cheeezy) #3

i do know what a shader is i have a shader my textures a named correctly. my surface parms work but the texture wont show up just that orange thing and the shader name is in the shader list. and my shader is in the scripts folder. i used the search button and found no answer to my problem so can some else help me besides aikon the big meenie


(nUllSkillZ) #4

Hace you added you shader to the pk3?
Can you please post an example shader?


(Cheeezy) #5

yah here it is

textures/recall/alien_rock
{
surfaceparm gravelsteps
surfaceparm landmine

qer_editorImage textures/recall/alien_rock.jpg 
{ 
map textures/recall/alien_rock.jpg 
} 
}
 
textures/recall/alien_rock2
{
surfaceparm gravelsteps
surfaceparm landmine
 
qer_editorImage textures/recall/alien_rock2.jpg 
{ 
map textures/recall/alien_rock2.jpg 
} 
}
 
textures/recall/alien_rock3
{
surfaceparm gravelsteps
surfaceparm landmine

qer_editorImage textures/recall/alien_rock3.jpg 
{ 
map textures/recall/alien_rock3.jpg 
} 
}


(Aikon) #6

Didn’t mean to sound insulting, or mean…

Hum…on-topic now:
I think you should have the stuff like this:

textures/recall/alien_rock
{
surfaceparm gravelsteps
surfaceparm landmine

implicitmap -
} 

Have you tried it like that yet? Also, if you use the extensions in the shaders, never use anything else than .tga, no matter what…don’t ask me why, cause I’m clueless, but I was told this once, and it did seem to be the truth…

Aikon the big meanie.


(Cheeezy) #7

nope still the stupid orange textures.
i dont get it what am i doing wrong :banghead: :angry:


(Ifurita) #8

what are the x and y dimensions of your texture? are they a power of 2?


(Cheeezy) #9

yes but i made one that is 256 x 256 and that is the only size that works. what other sizes can i have if that is the problem


(nUllSkillZ) #10

Textures can have all powers of 2 as side length:
1, 2, 4, 8, 16, 32, 64, 128, 256, 512 (, 1024, 2048)

The two sides don’t have to have the same length.
So textures with 256 * 128 are possible (for example).


(Orange) #11

This is wrong…
You can use any size in the power of 2
2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048
Shall I continue?


(Chruker) #12

4096,8192,16384,32768,65536…

actually the limit is 2048 :wink:

Anyway, try pulling down the console once you are ingame and check for any error messages regarding missing images. Those errors are usually yellow. Maybe they will give you a hint.

Are you using any mods like etpro or shrubet when testing this, or is it regular ET?

In regards to the .tga extension used in the shaders. The q3map2 shader manual, says that you should always use .tga


(Orange) #13

I use many JPGs and never had a problem…


(nUllSkillZ) #14

The formats that you can use are JPG and TGA.
But they should always be written as TGA (even if you are using JPG’s) in the shader.
If q3map2 doesn’t find the TGA it will look for the JPG.