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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Custom Texture Problem
Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Monday, Apr. 14, 2008 06:40 pm
Hey Gang, here's a head-scratcher for you.

All the custom textures I have made thus far have worked fine... except one.

What is supposed to be a poster for my clan works fine in Gradiant, but won't show up in the game it's-self, yet I've done nothing different to it than I did for all my other textures.

I've tried both .tga (which is what all my other custom textures are in) and .dds DXT3 as per the tutorials and still it won't show up in the game.

I've also tried drawing the brush just with the texture,
drawing the brush as a caulk then texturing,
leaving the brush structural and
making the brush detail.
I even tried changing the .dds file from DXT3 to DXT5, all to no avail. :(

I've also double checked the size to make sure it is squared (exponent 2) and it is. 1024x256.

I've checked to make sure all the paths are correct.
The .tga file is in C:/program files/call of duty/uo/textures/custom/signs/
and the .shader file is in C:/program files/call of duty/uo/scripts/
and there is a copy in the appropriate folders for the .pk3 file.

Like I said, I've been over this with a fine-toothed comb and I just don't know why it's not working, or what to even look at next.

These are my nVidia settings that I saved the .dds in (though I usually use .tga):


This is my .shader file:
textures/custom/signs/logo
{
qer_editorimage textures/custom/signs/metal@logo.tga
qer_trans 1
surfaceparm metal
{
map textures/custom/signs/metal@logo.tga
tcGen environment
rgbGen exactVertex
alphaGen const 1
blendFunc blend
}
}

And this is the result: (in this screenshot it looks huge, but it's actually pulled away from the wall so I could walk behind it to see if maybe it was showing up on the other side or something)


Thanks in advance gang. :)
Raven

{PS - I tried searching the forums to see if this question had been answered elsewhere, but all I could find were responses for COD4, and that was mostly dealing with problems with the IWA file)

edited on Apr. 14, 2008 02:44 pm by Raven21633
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rnr_woogie
General Member
Since: Jan 22, 2008
Posts: 37
Last: Aug 12, 2010
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Level 2
Category: CoDUO Mapping
Posted: Monday, Apr. 14, 2008 06:55 pm
did you put the image in your mods folder? Also.. if you run the map via compiler the texture won't show in the map.. only a blank texture as in the SS... or at least it won't for me.

edited on Apr. 14, 2008 02:58 pm by rnr_woogie

edited on Apr. 14, 2008 02:58 pm by rnr_woogie
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cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Apr. 14, 2008 07:19 pm
A couple of questions. Are you testing this on a listen or dedicated server? Why are you making a custom shader for it? Is this a solid texture or is it partially transparent?

And this shouldn't be the cause of the error, but you should always check "generate mipmaps" when saving a .dds, if you don't you'll see weird things on the texture in-game.
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Tuesday, Apr. 15, 2008 05:29 am
No, when I test it I put the .pk3 together, copy it to my UO folder, open the game and then just type in /map and the map name to bring it up.

I made the custom shader because I thought I had to do this to make it work.

It's solid.

Hmm... that's odd because one of the tutorials I read said not to generate mipmaps, but I'll sure give that a try. :)

Thanks, I appreciate all the help [thumbs_up]

Raven
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, Apr. 15, 2008 08:49 am
Copy the pk3 containing your shader to you flare compie folder - anything tagged with trans in some way can end up being greyed out like that otherwise. Check the console - sometimes it'll give you info on corrupted shaders


qer_trans doesn't seem to make a difference in cod, and i think it might confuse the compiler. However, I tried the shader with a precompiled map and it seems to work ok. Try surfaceparm trans, see if it compiles with that

You won't need alphaGen Const 1 btw - Any shader with an alpha channel (DXT3 makes one by default) and the game will use that instead of alphaGen Const. Const 1 will make the shader opaque anyway.

Is this an opaque wall decal then?

if so try this

textures/custom/signs/logo
{
surfaceparm nonsolid
surfaceparm noncolliding
polygonOffset
{
map textures/custom/signs/metal@logo.tga
rgbGen exactVertex
tcGen environment
nextbundle
map $lightmap
}
}


edited on Apr. 15, 2008 04:55 am by |DA|DarkDilbert
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cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Apr. 15, 2008 10:44 am
If it's a solid texture then you don't need a custom shader for it. Try resaving the texture as a .dds with mip maps, update your pk3 and recompile.

And Dilbert, that's valuable information, thanks for posting that.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, Apr. 15, 2008 05:34 pm
cheers
needs to be a script shader in order to use tcgen environment though. Could be an interesting effect on a logo
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 20, 2008 10:29 am
Problem found, and it was so simple I was overlooking it.

I forgot to put a copy in the folder to packed in the .pk3 [duh]

Thanks for the help gang.

Raven
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, Apr. 21, 2008 08:41 pm
do'h! i've done that a few times too lol
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