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Beginner question: adding new texture

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#1 hermitbox



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Posted 08 June 2017 - 12:39 PM

I'm playing around with DarkRadiant and can't seem to import a new texture.  It doesn't display in the media browser.  I'm using Gimp and it's plugins for all the processing.

=Texture creation=
- create Diffusemap from image at 1024x1024
-- save as 'wall_01.tga'
-- save as DDS (Compression DXT1, Mipmaps yes/no?)
- create Normalmap from image
-- save as 'wall_01_local.tga' (uncompressed)
- create editor image

-- save as 'wall_01_ed.jpg'

=Texture locations=
For Diffusemap:
--(can I add the original TGA texture here instead?  Wiki is not clear)

For Normalmap and editor image:

--(wiki mentions this is for 'mapping' but it's not clear if it's required?)

=Material File=


    qer_editorimage textures/darkmod/plaster/wall_01_ed
    diffusemap      textures/darkmod/plaster/wall_01
    bumpmap         textures/darkmod/plaster/wall_01_local

+ ambient info and map location (textures/darkmod/plaster/wall_01)

Is this the correct process?  Am I missing something obvious?

#2 freyk



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Posted 08 June 2017 - 12:47 PM

Have you read the wiki?

#3 hermitbox



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Posted 08 June 2017 - 12:53 PM

Yes, I've compiled this info from multiple articles on the wiki.  I think I'm doing everything correctly and yet it's still not working, thanks.

#4 Obsttorte


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Posted 08 June 2017 - 01:25 PM

  1. To be able to see the material in the editor you have to set the editor path correctly.
  2. Missions belong in the fms folder. So instead of placing them in maps/mymod, place them in fms/mymod

FM's: Builder Roads, Old Habits, Old Habits Rebuild
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#5 HMart


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Posted 08 June 2017 - 05:42 PM

The path in the material looks strange to me, you made a folder inside the textures folder called darkmod and put all textures there?


also i don't think is really required but try to put the.jpg extension in the editor image like so -  qer_editorimage textures/darkmod/plaster/wall_01_ed.jpg


Btw never use .jpg for any other textures but the editor textures, using .jpg for normal textures will sometimes crash the engine.


Yes you can use tga directly just put .tga at the end of all textures path like so, also is custom to use _d (for diffuse) on idtech 4 materials i don't think is required tho:


    qer_editorimage textures/darkmod/plaster/wall_01_ed.jpg

    diffusemap      textures/darkmod/plaster/wall_01_d.tga
    bumpmap         textures/darkmod/plaster/wall_01_local.tga

If you don't use any file extension the engine will automatically search in the textures folder for the right texture, if i'm not mistaken it will first search for tga, if it doesn't find a tga then it will search for DDS, but i'm not sure has i never used DDS my self. 


BTW TDM engine (idtech 4) supports RLE compressed .tga's but only for textures without a alpha channel (transparency).  




See here for more info if you have not.




or here:




Yes is for Doom 3 but TDM is based on Doom 3 engine.

#6 stumpy


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Posted 08 June 2017 - 09:03 PM

if you want to make it easy then just create textures and materials directories in the directory where thedarkmod.exe and the pk4 game files are.


and place the textures in the




then you can use

textures/darkmod/plaster/wall_01 {



   qer_editorimage textures/darkmod/plaster/wallplaster_ed


   diffusemap textures/darkmod/plaster/wallplaster_diffuse


   bumpmap textures/darkmod/plaster/wallplaster_bumpmap






and then you'll find your textures in darkradiant in the darkmod/plaster texture browser.

#7 hermitbox



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Posted 09 June 2017 - 11:00 AM

Thanks for all the suggestions.  I worked through them one by one and stumpy's solution solved the problem.  One cause of confusion was that I copied a texture from a fan mission to my map directory with the exact same path and it displayed correctly.  There must be something that happens when the map is packaged that changes the paths from absolute to relative?

The information about where to locate custom textures for fan missions is in the wiki but I found it difficult to parse.  For anyone with wiki editing rights, you may want to make it a bit clearer.  Maybe something like:

'How to add Textures to The Dark Mod' page (http://wiki.thedarkm...to_The_Dark_Mod)
- 'Move the Texture to the right Location' section
-- 'Things to remember' box

* Custom texture folders for fan missions must be in the Darkmod root folder while mapping.
* Custom texture folders for fan missions must be in the pk4 folder for release.

Thanks again for the help.

#8 Judith


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Posted 09 June 2017 - 11:12 AM

This might help you:

Custom textures have to go to fms/yourfmname/textures (for tga) or dds (for compressed dds textures). Pk4s in root TDM folder are core mod assets, not mission-specific stuff.

#9 kingsal



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Posted 09 June 2017 - 04:24 PM

Have you created your own fms folder inside darkmod/fms? 

Its wise to get your fms package all set-up from the start. http://forums.thedar...ngs-for-tdm-20/


Grab the starterpack here: http://wiki.thedarkm..._Mappers'_Guide

There are several important files you need in there so be sure to read the start guide closely. Everything you create from then on should go inside your fms folder and will mimic the darkmod root structure. 


An important step is to add your fms directory to darkradiant. This might be why your textures arent showing up in DR?

file>select game

mod(fs_game) = fms/yourfms


Hope this helps.

#10 NeonsStyle


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Posted 10 June 2017 - 12:09 PM

Yeh usually it's because you've put ur map in darkmod/maps instead of darkmod/fms/your_mission

I have a small YouTube channel making videos on a variety of games. Come and have look here:




#11 NeonsStyle


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Posted 14 June 2017 - 11:15 AM

Also this really should be in the TDM Editors forum

I have a small YouTube channel making videos on a variety of games. Come and have look here:




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