Marzgog Posted January 14, 2003 Share Posted January 14, 2003 a) Fire is an fx_runner, right? so, when i add a fx_runner, where do i get some fire texture/effect on it? b) I am doing an "album" for my own pleasure, full of pictures i know... ...i have the pictures in a subfolder in the base/textures folder, they show up in radiant, but in-game there is just a grate looking texture. Where do i put the pictures so the actual game finds 'em? Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 15, 2003 Share Posted January 15, 2003 a) Open the entity window and enter Key: fxFile Value: effects/env/fire.efx (for example) b) Are those pictures in the right size? The dimensions have to be the powers of 2 but they can be different from each other, eg. 256x256, 128x512, 256x64... They also have to be .jpg or .tga images. Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Share Posted January 15, 2003 If they're custom textures, they also have to be either: A - put in a .pk3 along with the map B - setting the game to an unpure server to allow you to see the textures B is a temporary fix (you'd have to do it each time) and A is permanent. I'd go with A. Link to comment Share on other sites More sharing options...
Marzgog Posted January 15, 2003 Author Share Posted January 15, 2003 Yes, they have even pixelsnumbers... (246, 128 etc... ...not 135 just to make myself clear, i might be using the wrong terminology or so...) When i do the pk3 file, do i need anything else than the textures and the .bsp file in the same zip folder? Yes, im using TGP for my pictures of ppl. It works well in radiant, but even though i type sv_pure 0 in the console before the devmap command it wont show the pic, just the stupid grey net on a black background. When i read the junk.txt file that is created in the GtkRadiant install folder there is the following line amongst all others... "WARNING: Couldn't find image for shader textures/stairhall/CopyofPIC00015" There is also "WARNING: Couldn't find image for shader noshader" Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Share Posted January 15, 2003 Originally posted by Marzgog Yes, they have even pixelsnumbers... (246, 128 etc... ...not 135 just to make myself clear, i might be using the wrong terminology or so...) When i do the pk3 file, do i need anything else than the textures and the .bsp file in the same zip folder? It's not even pixel numbers... the pixel numbers have to be a power of 2... i.e: 2*2 = 4 (2 squared) 2*2*2 = 8 (2 cubed) 2*2*2*2 = 16 (2 to the 4th power) 2*2*2*2 = 32 (2 to the 5th) 2*2*2*2*2 = 64 (2 to the 6th) 2^7 = 128 2^8 = 256 2^9 = 512 2^10 = 1024 Get the idea? The pixel numbers (or image size) has to be of those numbers... ex. 256x512, or 1024x1024. Generally speaking, the higher the resolution (image size), the better it looks. You can always stretch or shrink the image in Radiant, but the texture itself has to be of those sizes. As for the second part of your question, you should get Pakscape, a program that makes .pk3 files... at the top of this forum in the Rich Diesel sticky thread there is a link to his tutorials. In those tutorials there is a link to Pakscape. In general, however, in pk3 files, the map file has to go in the map folder within the pk3. In the pk3 there should be a texture folder as well which will contain a subfolder that has your pictures (this should be the same folder name as the one in base/textures/yourmap). It sounds confusing, but if you get Pakscape it will be MUCH easier. Link to comment Share on other sites More sharing options...
Suicide20 Posted January 15, 2003 Share Posted January 15, 2003 Pk3 files are only zip files that are renamed... There really is no need to instal yet another program to do the exact same thing... Just create your zip file with recursive sub directories, as stated above, and rename the extention to .pk3... Link to comment Share on other sites More sharing options...
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