GTK Radiant 1.4 Texture problem -1 reply

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SniperTheSpy

Slightly cooler than a n00b

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26th February 2008

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#1 10 years ago

Okay, I made a map recently, and i added some custom textures from some other maps, and they showed up. But when I made textures and put them in my map, they didn't show up. Does anyone know why?




Bluestormtrooper

>You

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14th March 2005

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#2 10 years ago

Make sure your textures sizes are a power of two (512, 1024, 2048, ect.)




NAB622

EAT ME!

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8th October 2005

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#3 10 years ago

Also, make sure they're save as baselint "Standard" jpg's, not progressive.




Guest

I didn't make it!

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#4 10 years ago

Make sure you write "SV_Pure 0" in the console if you do not have them in a pk3.




SniperTheSpy

Slightly cooler than a n00b

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26th February 2008

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#5 10 years ago

Thanks guys, I got them working. But now my lights won't work (typical....). Does anyone know what I should try next?




Mikouen VIP Member

What?

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4th September 2005

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#6 10 years ago

For the lights, you need to make sure you ran a compile mode with '-light' somewhere inside the menu option.


I don't know how, and I don't know why, but this is totally Sheep's fault.



SniperTheSpy

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26th February 2008

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#7 10 years ago

Alright, thanks Kouen. (I hate to keep this going but....) Does anyone know how to make a solid forcefield you can toggle on and off?




MagnaDoodle

Fear teh kittens!!!

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26th February 2008

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#8 10 years ago

Forcefield: -select a brush that should be ur forcefield, make it a func_wall and give it a targetname e.g. forcefield (set spawnflags 1 if it should start_off). -select visible sides and assign a forcefield shader e.g. kejim/redfield1 -select not visible sides and assign system/nodraw That's the forcefield. Now a trigger: -select a brush that should be ur trigger, make it a trigger_multiple, give it a target e.g. forcefield and set spawnflags 5 (so u will need the use button to switch it & only clients can, not npc's - lol!). Add also a wait 1 (in seconds, or how much u like) cause it's annoying when triggers repeatedly toggle on/off when being pressed. -build a nice button or choose a model u place next to/inside the trigger_multiple (or keep it secret? Hehe..). But keep in mind that there must be enough space left that ur player can step inside the trigger_multiple to switch it.

There are also other ways to build it but that's how it worked for me. :D




SniperTheSpy

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#9 10 years ago

Thanks MagnaDoodle. Does anyone know how to make a half-transparent wall without getting a HOM effect? (Hall of Mirrors effect, Void effect, etc.) By the way, thanks to all that answered me questions, and who is putting up with me :P




SniperTheSpy

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#10 10 years ago

Or a security camera, with misc_portal_surface and misc_portal_camera, if you don't mind.