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
}
}