I don’t understand how to make my textures appear in the GTKRadient textures drop down menu.
I deleted all the PK3’s that came with enemy territory and it now has no textures available for me to paste onto brushes. Then I made my own PK3’s and included a textures directory and the jpg I drew and put them into my etmain directory. Now when I open I still have no textures.
I tried going into preferences but this did nothing. Then somehow I corrupted the whole installation. Please if someone knows how to make their textures appear for easy additions to brushes let me know.
you need a directory within the directory of textures, so put your pics inside of a folder named ’ Sci_n_tist’ and then put that directory inside the textures directory.
& If you deleted all of the pk3’s from ET, you will need to re-install ET.
And if you want to filter out other mapper’s texture, you have to find your shaderlist.txt and write in your fodler’s name.
Its very useful, because you can use offical textures made by splashdamage. So you don’t have to delete all .pk3 files…
okay so I guess I have to unzip the pak0 file included in the ET install. Then I repacked it with my folder called stars which is two jpg’s which are 32 X 32 pixels. But this folder is stll not found, do I have to write a script for a normal pic or is there something else I am missing?
:banghead: I added the name of my folder to both shaderlists I found in the ET directory I have one called scripts and the other called scripts1. The txt files were identical and I added my folder name “stars” and saved both files. Both jpg’s have lower case names, stars.jpg and morestars.jpg. I still can’t see them.
i think its best you uninstall then reinstall et, the game shouldnt run withou the pk3’s? all the textures maps are strooed in them etc
i supose it you deleted all the mapping parts then you get a blank canvas for a masive custom project but deldting pk3’s will lost character skins models etc
got it I didn’t realize the script was within the pak itself. Stupid me I should have known better :banghead: So if I delete all the names in the script except mine I can remove the textures without actually removing them.
So I need to write a script for every texture then. I just cut and pasted from other scripts and renamed what was needed.
You do not need to make a shader ifile for every texture you add to the game unless you want a specific feature added to that texture, and mind you that 32x32 is very small for texturing anything besides a stair’s step or tablecloth.
-& Not all of the shader files effects are shown in the editor(refer to ‘shaderlab’).
There should be a tutorial on making pk3’s somewhere nearbye, or if you do need it, just ask and I will post it.
–As for the first part of your post that I didn’t quote…I am confused by what you meant.
I’ve got pictures in .tba format, ive made shader files for them, there in their own folder but, two questions:
-do the custom textures need to be in a pk3 file to work?
-why do they appear as red checked things in editor or is it just previous question?
No. I assume you mean .tga, BTW. To show up in game, you either need to put them in a .pk3, or set sv_pure 0
-why do they appear as red checked things in editor or is it just previous question?
You have done something wrong. The shader effects don’t show in the editor, but the image which has the same name, or the specified qer_editorimage should show. The editor console may give you a hint as to what is wrong.
Some rules for texture file and directory names. Don’t use spaces, make sure the directory name appears in shaderlist.txt. E.g., if your shader is called textures/jampot/blah, then a single line with the word jampot should be in shaderlist.txt
_ is used to indicate a submenu in the texture menu.
ET is somewhat picky about the format of images. Use only 24 bit, non-progressive .jpgs, and 32 bit .tgas. Texuture sizes must be a power of 2.
Pk3s and stuff.
Never, ever modifiy the official .pk3 files. Don’t delete them either. Do extract them if you want. For maps, never name your resources the same as something that already exists.
The best way to set up for mapping, is to make an install of et specifically for that, without any custom stuff.
if the name inside the shader doesn’t match match the actual name of the image, then you need a qer_editorimage that points to the actual texture.
For example if inside your shader script, you have
textures/jampot/blah
{
...
}
Then there must be an actual image found at textures/jampot/blah.jpg (or blah.tga, the engine will use the .tga, or if that is not found, use the .jpg). If your actual image is named blahblah.tga, then to see it in the editor, your shader should look like this