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NovemberDobby shows us how to make custom textures and / or materials.
This tutorial will show you how to add a new custom texture to the game, to use in Radiant. First of all, you'll need a texture file. This can be a .dds, .tga, or .jpg image - no other extensions will work with the converter. Set the first four settings at the top of the options to: materialType: world phong sort: <default>* surfaceType: whatever you want, this will determine how bullets hit the material. Be sure to change it from 'error'. usage: this can be anything, but it'll help you sort the texture into a group with similar other materials in Radiant. In the 'Locales' section, pick one or more locales to access the texture from. Picking an appropriate locale is not vitally important, but make sure you pick at least one so you can find it in Radiant later. In the 'Color Map' option section, click the ellipses (...) button on the right of the text box. Navigate to your dds/jpg/tga texture and open it. This should be somewhere inside a sub-directory of COD4, as Asset Manager won't let you use one from any other location. You should now be able to find your texture in Radiant, by going to textures>locales and selecting your chosen locales, or by using the material/surfaceType. If your texture appears gritty at a distance, then open up the image editing program you used to save it in, and make sure Mipmaps are generated (and reconvert). -NovemberDobby |
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