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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Texture import not working correctly.
={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
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Level 8
Category: CoD Mapping
Posted: Saturday, Oct. 2, 2004 01:22 am
Ok I made this picture:

img.photobucket.com/albums/v140/warmonger/warmongerfire22.jpg

and saved it as a tga with 32bits/pixel or whatever that unit is. Now I import it as a custom textures and it is all screwed up. Here's a screenshot of the problem:

img.photobucket.com/albums/v140/warmonger/Wtextureprob.jpg


I try to save it as a DDS file but Adobe wont let me save it. I hit ok and another window pops up and i can't select the save button on it.
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
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Level 8
Category: CoD Mapping
Posted: Saturday, Oct. 2, 2004 02:01 am
nobody knows?
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Saturday, Oct. 2, 2004 02:45 pm
cmon guys dont let me down!
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Sgt_Skywalker
General Member
Since: Mar 27, 2004
Posts: 35
Last: Dec 16, 2005
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Level 2
Category: CoD Mapping
Posted: Tuesday, Oct. 19, 2004 10:32 am
if u save as dds u have to resize your image by using "the power of two" for the dimensions and reformat to a perfect square instead of a rectangle. so use 2 by 2, 4 by 4, 8 by 8, 16 by 16, 32 by 32, 64 by 64, 128 by 128 pixels and so on.

btw: i created my own textures and wanted to place some metal ad-signs to my map. so i looked at the signs in the dawnville map. one sign at the train station waiting hall is a 1 units thick temp_metal textured brush. the front side is textured with some decal. when i place my own dds decal on a brush in my map i just receive a grey rectangle with a thick black border. i see the texture in my radiant. it looks okay. but where could be my fault?
any ideas? anyone?

so long
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Tuesday, Oct. 19, 2004 11:59 am
missing shader or quite possibly wrong path to the texture in graydiant...
make sure that you put your texture in the path it will be in when compiled.... [angryalien]
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Sgt_Skywalker
General Member
Since: Mar 27, 2004
Posts: 35
Last: Dec 16, 2005
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Level 2
Category: CoD Mapping
Posted: Wednesday, Oct. 20, 2004 09:01 pm
thank you for replying. unfortunately your tips weren't helpful [confused]
before these textures i already inserted some personal textures. i put them into texturesmymapnamemetal and texturesmymapnamemisc and added "metal@" to give them some shader properties. this works fine.
for the new files which don't work i created an new subdir texturesmymapnamedecals and prefixed them with "metal@". in radiant the new files behave normal like the first ones i added. i can see them, fit, stretch, move. everything seems to be okay. but when i compile and enter the map in cod i only see these gray rectangles with the black border.
i already tried different formats (jpg, dds, tga), i played around with size, resolution, color depth. i removed the prefix, tried different prefixes (wood@, decal@, concrete@, etc.). i even saved them with different paint tools (photoshop, paintshop pro, irfan view).
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drofder2004
General Member
Since: Apr 11, 2004
Posts: 207
Last: Mar 12, 2007
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Level 4
Category: CoD Mapping
Posted: Wednesday, Oct. 20, 2004 09:37 pm
Are you using pk3's or just putting them in the mp folder?

Use pk3, it makes life easier.

Right Click in any folder, Then select New < WinRar Archive
Name this the same as your map.

Now make 3 folders.
Mp
Maps
Textures

In MP put your .arena file
In Maps, put a new folder called MP, and put your compiled map and gsc's in here.
In textures put your .dds files [if you had an additional folder when you put it in textures, make sure you add this folder too.

put the pk3 in the main folder, then fire it up.


=Alias=Drofder
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Sgt_Skywalker
General Member
Since: Mar 27, 2004
Posts: 35
Last: Dec 16, 2005
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Level 2
Category: CoD Mapping
Posted: Thursday, Oct. 21, 2004 05:00 pm
hi drofder,

thanks for replying.
okay. i'm still using simple folders and not having a pk3 (zip) archive because i'm still developing on this map. of course, you are right saying life's easier having all the files in a pk3. i know about the technique of creating pk3 files. i think this is certainly not my problem. i rather thought of the image files themselves. maybe there i have to take a closer look at. any hints about the limitations of dds, jpg or tga?
i know myself about the following limits:
- dds files must be square and must be "power of two" sized and mip maps must/should (?) be created
- jpegs may not be progressive, no care for the format needed
- tgas must be 32 bit and may not be compressed

any more limitations?

so long
Skywalker
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Sgt_Skywalker
General Member
Since: Mar 27, 2004
Posts: 35
Last: Dec 16, 2005
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Tuesday, Oct. 26, 2004 10:45 am
anyone? any hints? please help me i'm stuck.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Tuesday, Oct. 26, 2004 11:44 am
this might be a stab in the ear with a q-tip...but

when you created your texture, did you properly set up your alpha channel on export?
did you make a mip-map for your dds?
did you use the dds plugin that only works with (and therefor have to use) photoshop 7?

i'm just trying to help you out ... [angryalien]
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