ok, it’s rather a dumb question, but I’ve started making a level (and it’s my first level , ever) an I don’t know where to put a texture when I’ve made one (in wich map).
With the purpose of using it in the editor.
Thx
ok, it’s rather a dumb question, but I’ve started making a level (and it’s my first level , ever) an I don’t know where to put a texture when I’ve made one (in wich map).
With the purpose of using it in the editor.
Thx
etmain/textures/[your map name]/blahblah.jpg
You may need to add the folder name to shaderlist.txt before it shows up in radiant. Have a look inside the .pk3 files to see where different types of game assets are kept.
yes, that’s what Shallow ment. Just create new folders and sub folders for any new content you create.
etmain/textures
etmain/scripts
etmain/models
etc… etc…
um next time use the search option please:) even if you are new but this is the 2nd thread with the same question today!
Ok, I can use my self made textures (like doors and stuff) in the editor, but I can’t see them after compiling…
I’ve added my shaderlist and stuff, and I’ve created a new shader.
Can someone tell me what’s the script for a door-texture , in my newly created shader?
This is what I used for it :
textures/thuis/deur_1
{
surfaceparm woodsteps
implicitMap -
}
Do the self-made textures need to have a certain bit-rate?
Or do they always need to work (whatever the bitrate is) ?
The texture you made should have a dimension that can be devided by 2 for example: 128 pixels height * 128 pixels width
or even 2 pixels height * 512 pixels width, doesn’t matter just as long it can be divided by a factor of two.
When you save your texture to a tga ( in your case I guess you saved it to deur_1.tga) save it to 24 bit.
But i would recommend you save it as an jpg because jpg is smaller in filesize than tga is…
Maybe this will be better :
Can someone tell me from step1 to the end , how to make a texture , including what the script is from the shaders and stuff , thx.
Maybe it will work then.
thx
Mère