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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: *custom textures explained*
AcE
General Member
Since: Nov 19, 2003
Posts: 459
Last: Feb 28, 2008
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Friday, May. 6, 2005 02:14 am
ALL custom textures have to be jpeg basline standard and dimesions of
32, 64, 128, 256, 512, 768, 1024, or 1024x128 etc etc, png's also work.

1.) To make your custom textures work first make a new folder and give it the same name as the map you are working on.

2.) Put your custom textures in that folder.

3) Put that folder in C:\programfiles\soldier of fortune double helix\base\textures

4.) Start up GTK and find your textures in the texture list, click on them and they should now load.

5.) When you come to pk3'ing all your files the paths have to be see below

maps/your map.bsp

scripts/your map.arena

textures/folder the name of your map/your textures

=========================================================
If you want to add a shader to your texture to give an effect when shot at or ran on etc do this

1.) Open notepad and copy/paste the below lines into it (simple shader)

textures/XXXXXX/XXXXXXX
{
q3map_material XXXX
{
map $lightmap
}
{
map textures/XXXXXX/XXXXXXX
blendFunc GL_DST_COLOR GL_ZERO
}
}


2.) Now where in the above you see "XXXXX" change it so it reads to the path of your custom texture for example see below.


textures/sniper_town/logo
{
q3map_material solidmetal -------(look at other shaders for different materials
{
map $lightmap
}
{
map textures/sniper_town/logo
blendFunc GL_DST_COLOR GL_ZERO
}
}


3.) Close the file save as ALL FILES and call it (again example) sniper_town.shader

4.) Now put that shader in C:\programfiles\soldier of fortune double helix\base\shaders.

5.) While still in the shaders folder locate the shaderlist.txt open that with wordpad so it's easier to read, Now add your shader name to the bottom of the list

airport
armory
armory_models
average_armor
average_sleeves
bolt_ons
cemetery
chunks
colombia
colombia_models
colors
common
common_models
decals
effects
finca
finca_models
fogs
gfx
gore
hongkong
hongkong_models
hospital
hospital_models
jordan
jordan_models
kamchatka
kamchatka_models
liner
liner_models
menu
metashader
prague
roam
shop
skies
skingore
snow
sprites
suit_long_coat
suit_sleeves
tools
weapons
sniper_town ------------HERE

6.) Close the file and save the changes. Now close all folders/directories down start radiant and load your textures from the drop down list and the shader you just created will now load aswell.

7.) When you come to pk3'ing all your files the paths have to be see below

maps/yourmap.bsp

scripts/yourmap.arena

textures/folder the name of your map/yourtextures

shaders/yourmap.shader

Thats that.
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gquest
General Member
Since: Sep 20, 2004
Posts: 3
Last: Jul 25, 2005
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Friday, Jul. 22, 2005 10:08 pm
Hi,
I did exactly what u wrote, but this odd warning
"can't find image for shader /mymap/myshader". I've
tried almost everthing, but my texture refused to show
up in my map.
I use sof2map to compile my map, maybe there is some
undocumented stuff. The realy odd thing is, if i take
any jpeg, example: microwave and rename it to myshader,
it works. I used Photoshop 5 to create the jpeg, it shows up
in Gtkradiant, as well in Qase on the md3.
Everything looks fine till i try to compile my map "can't find
image for shader".
The brush with my texture apaers simply grey and i'm running
out of ideas, even if dump my jpeg into the existing pk3 including
folder structur doesn't work.

Hope u can help
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Friday, Jul. 22, 2005 10:41 pm
If it is only during compile that gives you an issue, it could be the way your shader is listed in the shaderlist.txt file...

Q3map2 I think doesn't need extension, but sof2map.exe needs the extention, or viceversa, I am unable to check at the moment, but you can try that...

edited on Jul. 22, 2005 05:43 pm by PleaseMYOB
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Ravennl
General Member
Since: Jul 12, 2005
Posts: 27
Last: Sep 5, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Friday, Jul. 22, 2005 11:08 pm
i maybe writing some double stuff, but i figured id better write it the way i do it, since that works..
***
custom texture mytexture.jpg (jpeg baseline)

put this file in ../base/textures/MAPNAME
when building the pk3 you'll need to add this folder aswell.

create a textfile and name it MAPNAME.shader (change extension)
write this

textures/MAPNAME/mytexture
{
qer_editorimage textures/MAPNAME/mytexture.jpg
q3map_material Q3MAP_MATERIAL
{
map $lightmap
}
{
map textures/MAPNAME/mytexture.jpg
blendFunc GL_DST_COLOR GL_ZERO
}
}

* Q3MAP_MATERIAL: eg Sand, Rock, SolidMaterial, Glass, etc.. look them up
* the line 'qer_editorimage textures/MAPNAME/mytexture.jpg' tells the editor what image to use in the editor
* NOTE the first line of the shader 'textures/MAPNAME/mytexture' is without extension, the other references to the texture are with extension..

Save this file to ../base/shaders and add 'MAPNAME.shader' at the end of the file ../base/shaders/shaderlist.txt

NOTE: unsure if this has any effect, but in the ../base/maps/MAPNAME folder where the .map and .bsp etc are i also have a textures/MAPNAME and shaders folder (and any other you might need) including all the files described above..


edited on Jul. 22, 2005 06:09 pm by Ravennl
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gquest
General Member
Since: Sep 20, 2004
Posts: 3
Last: Jul 25, 2005
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Sunday, Jul. 24, 2005 05:49 am
Hi,
maybe someone can help me here. Here is my compile.bat,
could be I left something out.
======================================
@echo off
rem batch compiler test
cls
@echo MAP COMPALITION IN PROGRESS!!
set Q3_MAP_PATH="c:/sof2/radiant/sof2map"
set QUAKE_PATH="c:/sof2/"
set MAP_PATH="c:/sof2/base/maps/%1.map"
set Q3MAP_TOOLS="c:/program files/Q3Map2 Toolz/Q3Map2Toolz.exe"
set mod_dir=base

set bsp_var=-bsp -verboseentities
set vis_var=-vis -saveprt
set light_var=-light -v

set GEN_OPTIONS=-game sof2 -fs_base_path %QUAKE_PATH% %MOD_DIR% -v

set MAP=%1

%Q3_MAP_PATH% %bsp_var% %MAP_PATH%
%Q3_MAP_PATH% %vis_var% %MAP_PATH%
%Q3_MAP_PATH% %light_var% %MAP_PATH%

start for /L %%4 in (1,1,1) do if %%4==1

cd\
cd sof2
run_map %1
====================================

If I use my own shader I still get the warning "couldn't find
image for shader . Does anyone know what does it
mean? What is 'image'? During compalition sof2map enters
my shader, reads the jpeg and something is missing, but
till now i don't know what 'something' is.

here is my shader:
====================================
textures/toc_1st_ct-f/start1
{
qer_editorimage textures/toc_1st_ct-f/start1.jpg
q3map_material SolidMetal
{
map $lightmap
}
{
map textures/toc_1st_ct-f/start1.jpg
blendFunc GL_DST_COLOR GL_ZERO
}
}
=====================================

Does anyone had a similar problem? I using Photoshop 5.0, maybe
thats the problem, any other idea what software to use,
somthing which works with sof2map? I think so far, i've tried
erverything which doesn't work. Is there something hidden in
the jpegs that sof2map neeeds.
My texture appaers simple grey/white after compilation, where
is my mistake, what do i do wrong?

Thanks for help in advanced.
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Sunday, Jul. 24, 2005 05:53 pm
Email me your image, and shader, It'll be easier for me to check that way...

admin@pleasemyob.com
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Monday, Jul. 25, 2005 01:25 am
AcE writes...
Quote:
ALL custom textures have to be jpeg basline standard and dimesions of
32, 64, 128, 256, 512, 768, 1024, or 1024x128 etc etc, png's also work.


The image you emailed me is 256x241 resample it and crop to 256x256
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gquest
General Member
Since: Sep 20, 2004
Posts: 3
Last: Jul 25, 2005
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Monday, Jul. 25, 2005 03:09 am
Thanks a lot,
that works. Now i got the answer what 'image' is:
'image' is sort of a spaceholder to hold a jpeg or
tga.
GtkRadiant and Qase and other programs are designed
to deal with any size, unlike sof2map, thats why it doesn't
show up.
And the jpeg/tga has to exact hight and width combination:
Width: 1024,512,256,128,64,32,16
Hight: 1024,512,256,128,64,32,16
Any combination works, but close is not good enough, it
has to exact. jpeg 512x16 works, 500x16 doesn't.
500x16 is not a standard image size, so the compiler
is looking for kind of an image template in the texture directory.
Again thanks a lot for your help
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