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2 pretty basic questions


Marzgog

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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?

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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.

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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.

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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"

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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.

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