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.
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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 :(.
"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.