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hermitbox

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  1. 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.thedarkmod.com/index.php?title=How_to_add_Textures_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.
  2. 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.
  3. 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: /DarkMod/maps/mymod/dds/textures/darkmod/plaster/wall_01.dds --(can I add the original TGA texture here instead? Wiki is not clear) For Normalmap and editor image: /DarkMod/maps/mymod/textures/darkmod/plaster/wall_01_local.tga /DarkMod/maps/mymod/textures/darkmod/plaster/wall_01_ed.jpg Also? /DarkMod/textures/darkmod/plaster/wall_01_local.tga /DarkMod/textures/darkmod/plaster/wall_01_ed.jpg --(wiki mentions this is for 'mapping' but it's not clear if it's required?) =Material File= textures/darkmod/plaster/wall_01 { stone 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?
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