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Thread: [Help] Custom textures

  1. #1

    Default [Help] Custom textures

    Ok, I'm tired of rewriting and recreating folders and shaders, so I decided to ask more guestions and to be more annoying. As I mentioned in chatbox, I'm creating map for which I need non-mohaa textures, and it's really only part of creation which gives me problems. I don't know if it's shader or image properties problem, but after throwing cssource.pk3 into main folder, textures aren't showing in MOHRadiant textures toolbar. Its worth to mention that cssource.pk3 and entdefs.pk3 from MOHRadiant are only custom archives in dir. Also, coming back to image properties, are there any limitations which image must fulfill or not exceed in order to be recognized by MOHRadiant and game engine?

    What I did:
    • I downloaded cs:source textures in VTF extension.
    • I exported VTF to TGA by using VTFEdit.
    • I created needed folders, and throwed in proper places tga and shader files.


    Part of cssource.shader:
    Code:
    textures/cssource/ceiling01
    {
    	qer_keyword cssource
    	surfaceparm stone
    	{
    		map textures/cssource/ceiling01.tga
    		depthWrite
    		rgbGen identity
    	}
    	{
    		map $lightmap
    		rgbGen identity
    		blendFunc GL_DST_COLOR GL_ZERO
    		depthFunc equal
    	}
    }
    
    textures/cssource/ceiling02
    {
    	qer_keyword cssource
    	surfaceparm stone
    	{
    		map textures/cssource/ceiling02.tga
    		depthWrite
    		rgbGen identity
    	}
    	{
    		map $lightmap
    		rgbGen identity
    		blendFunc GL_DST_COLOR GL_ZERO
    		depthFunc equal
    	}
    }
    
    textures/cssource/floor_stone_moss01
    {
    	qer_keyword cssource
    	surfaceparm stone
    	{
    		map textures/cssource/floor_stone_moss01.tga
    		depthWrite
    		rgbGen identity
    	}
    	{
    		map $lightmap
    		rgbGen identity
    		blendFunc GL_DST_COLOR GL_ZERO
    		depthFunc equal
    	}
    }

  2. #2

    Default

    you need to add qer_editorimage to the shader properties
    like this:

    Code:
    textures/cssource/ceiling01
    {
        qer_editorimage textures/cssource/ceiling01.tga
        qer_keyword cssource
        surfaceparm stone
        {
            map textures/cssource/ceiling01.tga
            depthWrite
            rgbGen identity
        }
        {
            map $lightmap
            rgbGen identity
            blendFunc GL_DST_COLOR GL_ZERO
            depthFunc equal
        }
    }

  3. #3

    Default

    It's not working, still no cssource entry in textures menu, although I prayed for it. Thank you anyway zappa.

  4. #4

    Default

    Although it's annoying, would you be able to work around this by simply typing in the texture name in the Surface Inspector and applying it? I suppose that would be a nuisance if you're adding many but it's what I've done when I want to quickly add a new texture here and there.
    Last edited by 1337Smithy; June 30th, 2018 at 05:44 AM.

  5. #5

    Default

    I tried it, but it give nothing. I will try to change image properties, maybe that's the problem.

  6. #6

    Default

    Is it due to the moddir attribute in Radiant (File>Project Settings)? E.g. you have custom scripts in maintt but Radiant is configured for main.
    Last edited by 1337Smithy; June 30th, 2018 at 06:48 AM.

  7. #7

    Default

    Nope, pk3 is in main and Radiant is configured for main.

  8. #8

    Default

    Hey, sorry, had to go AFK for a bit.

    Have you tried unpacking the pk3 into the main directory (merging any folders)?

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