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Topic: How do i make Textured Posters in Radiant |
| zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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| manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, May. 24, 2011 12:41 pm |
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zeroy writes...Quote: Source Images in TEXTURES_ASSETS
GDT Goes in Source_Data
As for the texture not showing in Radiant, i cant see properly but make sure you tick a box for the Sorting, use "test" for instance.
ok ive found another TUT for COD5, simular to COD4
i followed the tut and found filles in
Quote:
..\raw\images\wood_texture_1.iwi
NOT Found
..raw\material_properties\my_texture_1
Not Found
i got this imagesimular to thhis, but saying wood_texture_1 when i compiled it.
i started uo radiant, and GUESS WHAT, still nothink.lol
edited on May. 24, 2011 08:41 am by manickiller |
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| HarryNutz |
General Member Since: May 6, 2011 Posts: 182 Last: Mar 26, 2012 [view latest posts] |
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| manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, May. 24, 2011 01:37 pm |
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ok here what im doing.!!!
1: image wall_hortonbay, jpg
2 converted to tgs or dds
3: opened up assman
4 new entry. named it brick_nortonbay
5: selected service type :BRICK
6: Usage :Exterior Wall
7:Locals. case or test or both
8:color map: C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\texture_assets\wall_nortonbay. dds or TDG file( i have both filesin this foldermade by photoshop)
9:saved File : wall_nortonbay.tdg
10: convert to PCconvert.
OUTCOME OF Converting..
1st picture
larger picture here
2nd picture m2 was changed to correct name then reconverted it.
Larger image
11: open radiant, goto Textures, and look for texture in WALL or Brick or in all texture, but find nothing there.
So what the hell is happening.??
edited on May. 24, 2011 09:39 am by manickiller |
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| HarryNutz |
General Member Since: May 6, 2011 Posts: 182 Last: Mar 26, 2012 [view latest posts] |
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| HarryNutz |
General Member Since: May 6, 2011 Posts: 182 Last: Mar 26, 2012 [view latest posts] |
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| manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, May. 24, 2011 02:02 pm |
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HarryNutz writes...Quote: Hmmm... thats odd. By the looks of the convertor it did its job, so kinda baffled as to why it not showing up at all. Toss me the image in here and let me see if I can get it to work.
sorry for delay oper keped crashin out when i tried to upload at tinypoc.com.lol
ok here the images. im trying to make these both into textures. COD4 Radiant.
here i have converted them to DDS and TGA mines in just DDS nut hortonwall is in dds & tgs format.
converted images
hope you can do it, and maybe you can write me out a correct tutorial of how you did it..
cheers
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| manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, May. 24, 2011 02:04 pm |
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HarryNutz writes...Quote: Is there a reason your using static decal? Not sure what the difference is between that and the other options... but when I make decals I do:
sort = decal - top 3
surface type = whatever ya want
usage = whatever ya want
Locales = decal
And if my image has transparency I do:
blendFunc = Blend
im not using Decal, just case but itried it with case & test but nothink... do i need decal.?
SORT; ive left as Default
i think decal is walk through item.? which i would like on the wall, well decal and non decal, both would be good.
edited on May. 24, 2011 10:05 am by manickiller |
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| HarryNutz |
General Member Since: May 6, 2011 Posts: 182 Last: Mar 26, 2012 [view latest posts] |
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| manickiller |
General Member Since: Sep 10, 2007 Posts: 238 Last: May 30, 2011 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, May. 24, 2011 02:16 pm |
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HarryNutz writes...Quote: So you just want standard textures then correct? I create all my textures the same way and the ONLY time I do anything different is when I have the transparent image and I set it to the decal - top 3 and use the Blend function.
i want the minefield image as normal texture..
the wall as solid and as decal walkthrough if you know what i mean...
so it will show as
wall_nortonbay & wall_nortonbay_decal. like the textures in (TEXTURE)(ROCK)ch_cliff02 ch_cliff02)decal
same rock but 2 textures, this i want for nortonbay PLEASE.. ^^
Please tell me where i need to put these files ya make after please along with a tut on how you made them..
thanks for ya help |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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