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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 textures...
Toasty
General Member
Since: Aug 7, 2004
Posts: 867
Last: Jun 26, 2005
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Monday, Jan. 24, 2005 08:31 pm
i would make a tut but i think theres alrdy one [pimp]
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoDUO Mapping
Posted: Tuesday, Jan. 25, 2005 07:33 pm
finally got a texture working! [smile]

saved it as a .tga and it worked!
(still have no clue about the .dds thing)

here it is:


Thanks to ImageShack for Free Image Hosting

greetz, HyBr!d

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cpt-hall
General Member
Since: Nov 13, 2004
Posts: 70
Last: Jan 31, 2005
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Level 3
Category: CoDUO Mapping
Posted: Wednesday, Jan. 26, 2005 07:04 pm
ok ive now got paint shop pro but havnt a cklue how to use it i got a pic then saved as blah blah .tga put it into my main/texture/my cusom textures
but in raidiant i cant see my pic just a blank screen
any sugestions also dont have a clue what a dds is and how to make 1

and toasty i cant find a tut so if ya make 1 let me know
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoDUO Mapping
Posted: Wednesday, Jan. 26, 2005 07:46 pm
for making a .tga texture you have to make sure that the size of youre image is in a power of 2 ( 256 x 256 or 512 x 512 )
and you have to make youre texture seamless.

to make it seamless, go in psp 8.0 to :
effects->image effects->seamless tilling

for resizing it ( that's the way i do it, don't know if its the right way) press shift+s and a resize window will appear.
Set lock aspect ratio off anf turn the pixel dimensions from percents to pixels then set it to 256 or 512 or an other power of 2.

then save it as .tga you should save with the shader you want

example: plaster@nameofyourtexture.tga

for more shaders look here

hope this helps

Greetz, HyBr!d
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joedz
General Member
Since: Mar 11, 2004
Posts: 70
Last: Jul 26, 2007
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Level 3
Category: CoDUO Mapping
Posted: Thursday, Jan. 27, 2005 03:52 am
textures don't have to be square, just as long as both width and height are a power of two. i have approx 80 custom textures in the current map i am making, with various sizes. All are appearing correctly.
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoDUO Mapping
Posted: Thursday, Jan. 27, 2005 09:17 am
i've made my first texture (i know its a bit large [tongue] )

1024 x 768 but when i compile and load my map it says its not a power of 2. so what's the format in which you can save the textures?



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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Thursday, Jan. 27, 2005 09:39 am
Powers of two:

2
4
8
16
32
64
128
256
512
1024
2048...
Any of these will do...
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ShosMeister
General Member
Since: Feb 17, 2004
Posts: 179
Last: Jun 13, 2005
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Level 4
Category: CoDUO Mapping
Posted: Thursday, Jan. 27, 2005 03:57 pm
HyBr!d writes...
Quote:
i've made my first texture (i know its a bit large [tongue] )

1024 x 768 but when i compile and load my map it says its not a power of 2. so what's the format in which you can save the textures?



LOL. Like what caretaker said. It's not that it has to be divisible by 2 (x/2) it has to be a power of 2 (x^2). Remember basic algebra and exponents? Those are the only valid values. And, as was mentioned, it does not need to be square.

As for the shader, it is really only necessary (as far as I know) if it is something that you want to have an effect when interacted with in game. For example, if you make your own glass type of texture and you want the glass effect when it's shot or walked on (if it's possible), then you would call it glass@xxxxxxx. If you don't care about the effect, then you don't need to apply the shader part of the name. I have pictures that I have imported in as textures and they have no shader effect part of the texture name and work perfectly well.
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supersword
General Member
Since: Jul 28, 2004
Posts: 1989
Last: Nov 22, 2011
[view latest posts]
Level 8
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 11:19 am
so what?

I have my texture called road@racetrack.dds!

Now where?

Does it go in C:\Program Files\Call of Duty\Main\Textures\

And then how does Gradient know where to find it?

Thanks,

Really Puzzled

Supersword
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maverick
General Member
Since: Feb 25, 2004
Posts: 460
Last: May 10, 2006
[view latest posts]
Level 5
MODSCON
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 11:49 am
put the texture in a new made "yourmapname" folder and place that one in a texture folder in your main, so you have something like this.

C:/Program Files/Call of Duty/main/textures/"yourmapname"/"shadername@texturename".tga/.dds then in radaint when looking in your texture you will see you mapname in the list click on it and you will get teh textures
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