Own TGA textures end up as hologram in game - help


(DeAtHmAsTeR) #1

hey i made some textures and i got some textures from sites - i converted the jpeg textures from the site to tga through paintshop pro (i didnt jus edit the suffix). and i saved my own textures as tga’s (again i saved it properly) but when i go in game - they appear as holograms. you know - the black with orange lines - can someone help me?

Only two of mt textures actually work - the rest don’t. help


(jah) #2

i’m a n00b… but when that happens usually it’s because some of the path to the textures is wrong… or to the shader file… and it can’t find the texture… check your paths…

dunno… hope it helps

:jah:


(Dark Killer) #3

is the texture size a power of 2 I had the same problem then I switched the length and the width to the power of 2 and it worked!


(DeAtHmAsTeR) #4

i havn’t got a shader file for the tga texture - i made all of them a power of 2 - still doesnt work.


(Thej) #5

Well dunno if u did this, but i am assuming u put the textures in a new folder.

Open up the shaderlist.txt file which u can find in the scripts folder.
and add the name of the folder where ur new textures are in at the bottom.

just restart the editor and it should be ok i think


(DeAtHmAsTeR) #6

but i dont have a .shader file for my texture, and my texture folder that i made is textures\deathmasters_textures
and
textures\deathmasters_dltextures


(Thej) #7

well dont matter if u made a shader file i think, the engine still has to know where the textures are


(psychosanity) #8

Ya, I’m a noob too, but you do still need these two lines added to your shaderlist:

deathmasters_textures
deathmasters_dltextures

Happened to me 100 times, and I still forget to do it every single time… :banghead:


(EB) #9

You do NOT need to add texture-directory lines to the shaderlist.txt…You ONLY need to add SHADER file names to the shaderlist.
-That is why it is the SHADERLIST.txt .

Textures > make them a .jpg or .tga, make them to the power of 2 (64x64, 128x128, 256x256, 512x512) and then place them into a directory inside of the textures directory. Name your directory something relevant.


(Shaderman) #10

The textures don’t have to be squarish but each side has to be power of 2. So 64x256 and 128x512 for example are ok, too.


(EB) #11

I guess I have explained that so so so so much that I forgot to mention that.


(Shaderman) #12

Put it in your signature :stuck_out_tongue:


(EB) #13

:wink:


(Loffy) #14

a) Why not try to make and use jpg’s instead? Just an idea.
b) Have you tried to have all images, sounds, files etc. (i.e. everything) in the form of a pk3-file?
c) In the console, what “error messages” do you see, if any, about your custom shaders/images? (When you load and start your map in the game.)
//L.


(Mike Nold) #15

Manual says: “if you use custom textures without modification you don’t need shaders.” And with me that’s true. So you must check these things:

  1. are u 100% sure the image size is a power of 2?
  2. are u 100% sure the texture is inside your texture folder?
  3. when you apply the texture on gtkradiant, it shows it properly? or black-oranged?

If the answer is YES to all these question, then the only thing wrong should be the way you converted/saved the file.
Be sure to save it as uncompressed Targa .TGA 24 bit depth.

Another test:
try opening in Photoshop an already existing .TGA texture from official maps, see its properties, check the correct format. then save it with a new name in your custom texture folder and apply it to a brush. Compile and run. it MUST be ok.


Mike Nold


(kamikazee) #16

Side note: In GTKRadiant it does not show orange squares, it displays the red and black “Shader image missing” texture.


(EB) #17

This means there is a shader without a correlated texture. A shader like this lacks the “qer_editorimage” line in the shaderfile. A shader can still produce images in game even if it lacks the “qer_editorimage” line. This is due to that line being used specifically by the editor and the game runs off of the rest of the shader file and code/syntax.

I will be making a tutorial .pk3 on shaders sometime soon.


(kamikazee) #18

Well, not that I really need the tutorial, it’s just there are no orange squares in GTKRadian,t only in the game itself. :stuck_out_tongue:
But thx for the time!


(EB) #19

I wasn’t directly placing the idea on you shoulders…sorry about that.

You will see that the editor likes almost any image…but the game is picky.