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Topic: texture/shader conversion? |
| Livin_Target |
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General Member Since: Mar 9, 2005 Posts: 13 Last: Sep 29, 2007 [view latest posts] |
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Category: SoFII Mapping Posted: Monday, Apr. 4, 2005 12:13 pm |
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Am just wondering .. I have a real shortage of textures that I can't seem to get to the other side of. And unfortunatly I am NO kind of artist.
Now I have the ultimate answer...Q3 engine .. Q3 tools... ![[casanova]](images/BBCode/smilies/casanova.gif) why not Q3 textures as an alternative... ![[jumping]](images/BBCode/smilies/jumping.gif) ... uh ohhhh ...umm.. ![[cry]](images/BBCode/smilies/cry.gif) can I use these?? and if so how ta convert the shaders?
Apreciate any input
thanx |
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| PleaseMYOB |
General Member Since: Dec 8, 2003 Posts: 1709 Last: Oct 1, 2009 [view latest posts] |
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| Livin_Target |
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General Member Since: Mar 9, 2005 Posts: 13 Last: Sep 29, 2007 [view latest posts] |
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Category: SoFII Mapping Posted: Tuesday, Apr. 5, 2005 12:07 pm |
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Texture sizes are if i rember correctly,
128, 256, 512, 768, 1024
For the shader just open note pad paste the below into it and edit to your likeing.
textures/yourmapname/yourtexture
{
q3map_material Concrete <
{
map $lightmap
}
{
map textures/yourmapname/yourtexture
blendFunc GL_DST_COLOR GL_ZERO
}
}
close the file and save as "all files" giving it the name of yourmap.shader put that shader in sof2\base\shaders and add the shder name to the shaders.txt also in base\shaders. ![[wave]](images/BBCode/smilies/wave.gif) |
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| PleaseMYOB |
General Member Since: Dec 8, 2003 Posts: 1709 Last: Oct 1, 2009 [view latest posts] |
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Category: SoFII Mapping Posted: Tuesday, Apr. 5, 2005 01:51 pm |
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that's what the CODE tags are for...
Code: textures/yourmapname/yourtexture
{
q3map_material Concrete
{
map $lightmap
}
{
map textures/yourmapname/yourtexture
blendFunc GL_DST_COLOR GL_ZERO
}
}
By the way, 128 to 512, is still pretty sad... that's 4 times the size in both X and Y axis, so your streching the image 16 times its original size... I hope you plan to do more than just resample them...
edited on Apr. 5, 2005 08:53 am by PleaseMYOB |
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| Livin_Target |
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General Member Since: Mar 9, 2005 Posts: 13 Last: Sep 29, 2007 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Apr. 6, 2005 12:59 am |
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kewl, I'll play with it a lil.. ![[idea]](images/BBCode/smilies/idea.gif) just am trying to do a more futuristic type map and seems like SoF2 textures are nowhere to be found like Q3 is. ![[banghead]](images/BBCode/smilies/banghead.gif) did google searchs and everything. And yessir, ![[devilishgrin]](images/BBCode/smilies/devilishgrin.gif) I am hoping that I can get photoshop to do the resizing for me without losing the detail. Just have to rem to keep the edges true so they'll mesh right. Don't want to use this idea if I can't make it work correctly. Just starting to feel cornered.
You would think that as long as this game has been mapped and been around there would be more available. But, somehow it'll work. ![[crazy]](images/BBCode/smilies/crazy.gif)
thanx for the guidance,
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| PleaseMYOB |
General Member Since: Dec 8, 2003 Posts: 1709 Last: Oct 1, 2009 [view latest posts] |
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| Livin_Target |
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General Member Since: Mar 9, 2005 Posts: 13 Last: Sep 29, 2007 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Apr. 6, 2005 01:43 am |
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![[jumping]](images/BBCode/smilies/jumping.gif) Kewl.. I can do that, thank you. I also, since I left the last post have been looking closer @ the textures I d/l so far and guess I've been lucky. most are 512x512 already. So my bigger ones (sky, ground, & wall textures ) I can get away with doubling. and are coming out clear the more detailed ones .. if I sharpen them 2wice after the resize they clear right up.. my be putting up a texture pack for SoF2 if anyone wants it but, have to make sure I contact origional artists first ..
Thinking this may work after all..
Thanx guys,
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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