Naht00 Posted July 6, 2021 Posted July 6, 2021 I have created some custom textures for use on custom maps. So far, I haven't created anything special; they're just plain solid textures. They show up fine in the GTK Radiant editor, but they don't display at all in game (I get a bright gray and white surface instead). They are 256x256 JPEG files, and are placed in base/textures/mapname. I have been trying for quite some time to figure this out; any help is appreciated.
Aldro Koon Posted July 6, 2021 Posted July 6, 2021 I don't remember the exact details of this but check if the images have "progressive encoding" and try both with and without it to see which works (whatever that means, I just recall that fixing a few texture issues).
Circa Posted July 7, 2021 Posted July 7, 2021 Are they in a folder or in a PK3? I've had the issue of textures not loading straight from a folder in base, I actually had to put them in a PK3.
NAB622 Posted July 7, 2021 Posted July 7, 2021 1 hour ago, Circa said: Are they in a folder or in a PK3? I've had the issue of textures not loading straight from a folder in base, I actually had to put them in a PK3. I believe /sv_pure 0 in the game console before loading the map will fix that. Not sure, it's been a while. 3 hours ago, Aldro Koon said: "progressive encoding" ... (whatever that means, I just recall that fixing a few texture issues). Progressive JPEGs are encoded in several passes at multiple quality levels, each level increasing the quality. This is intended for web pages, so if you have slow internet you can at least see something as the image loads. Obviously, this would royally screw up Quake, which is likely using an old JPG library and has no idea what multiple passes are good for. 3 hours ago, Naht00 said: I get a bright gray and white surface instead Check the game console for errors. It will throw one every time you see the gray and white squares, although it's probably buried in the rest of the loading messages. Aldro Koon and ooeJack like this
Naht00 Posted July 7, 2021 Author Posted July 7, 2021 Alright, /sv_pure 0 did it. The textures are indeed directly in their own folder in base/textures/mapname. Now for another question: When I attempt to distribute the map as a pk3, I am still having issues with the gray squares of doom. I have the textures included in the pk3, of course. They are included in a dedicated textures/mapname folder within the pk3. Any suggestions for this issue?
Naht00 Posted July 8, 2021 Author Posted July 8, 2021 So, pk3s work fine now. Not sure exactly why it wasn't working before; perhaps I had the directories set up wrong, who knows. I do have some other questions, though I'm not sure if I should start a new topic for them: First, I want to include custom music with the pk3. Second, I will need some guidance in making SHADER files for various custom textures; I have no idea where to even start with this (yes, I've looked at the official online documentation for shaders by Icculus, it makes no sense to me). If anyone can help or at the very least point me in the right direction, it would be much appreciated.
NAB622 Posted July 8, 2021 Posted July 8, 2021 Music is easy. Put one (Or two for intro/loop music) stereo MP3 file (128 kbps constant bit rate works, I don't know about any other bit rates) in music/<mapname>, then in the worldspawn entity of your map, add this: key: music Value: <path to intro file> <path to loop file> If you aren't using an intro file, just give it a single path. Be aware that MP3 files do not loop correctly, there will be a ~0.026 second gap at the beginning of playback on each file. Edit wisely. Intro files can help with this. For shaders, exactly what are you trying to do? It's easier to explain with an example.
Naht00 Posted July 11, 2021 Author Posted July 11, 2021 So, I figured out how to do what I needed by looking at the SHADERS for similar in-game textures and changing what values I needed to. So far, I've figured out how to do everything from glass to animated textures. The keys and values in the shader files are making more sense now. As for the music, it seems to be working fine. The gap is just long enough to give the piece resolution before playing again. Thank you all very much for your help; it is truly appreciated. NAB622 likes this
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