Alright, this is how to make custom textures, once and for all. First, you create an image that is a power of 2, e.g. 2x2, 4x4, 8x8 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024. Now, save it as a jpeg or tga file at the highest compression level. Place this in a textures/yourtexturesetnamehere folder in a .pk3 file. It should be available in Radiant after this. Whew. That wasn't so hard, now was it? BTW, please add this thread to the Old Stickies thread Marker007.
Lol, okay. Question: How exactly should I set Sadered up? Another question: Are there any pre-requisites we need to insert or do with our textures for models we make? I mean, when I see my model in md3view, it's okay, but it does not have textures in-game :(.
I didn't make it!
"Now, save it as a jpeg or tga file at the highest compression level" I'd like to change that to simply "save it as a JPEG in standard encoding or as a TGA file"...saving a JPEG with 100% compression looks bloody awful!
As for textures on models, same rules apply except in the model the path must be a Quake 3 optimised path, e.g. models/mymodel/mytexture not c:\ja\gamedata\base\models\mymodel\mytexture.tga
Ooh. Sorry 'bout that.
What about shader ed?
why does it have to be a quake 3 optomised path.
So what your saying is if i wanted to add custom textures to models I would not want to put them in c:\ja\gamedata\base\models\mymodel\mytexture.tga.
What would be the best path way
Shader Ed. EVILLL.... EVILLLL... PURE EVILLLL... Anyway, C;\ja\gamedata\base\textures\mymodel\mytexture.tga.
Try to check how original shaders are done, and we both will be learning-from-sounrce. without any tutorial.