Jump to content
The Dark Mod Forums

Beginner question: adding new texture


hermitbox

Recommended Posts

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?

Link to comment
Share on other sites

  1. To be able to see the material in the editor you have to set the editor path correctly.

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

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

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:

textures/darkmod/plaster/wall_01
 {
    stone

    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.

 

https://modwiki.xnet.fi/Texturing#material-shaders

 

or here:

 

https://www.iddevnet.com/doom3/materials.php

 

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

Link to comment
Share on other sites

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

textures/darkmod/plaster/

directory.

 

then you can use

textures/darkmod/plaster/wall_01 {

stone

 

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.thedarkmod.com/topic/15152-new-dr-folder-settings-for-tdm-20/

 

Grab the starterpack here: http://wiki.thedarkmod.com/index.php?title=Startpack_Mappers%27_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.

Link to comment
Share on other sites

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

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

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

Also this really should be in the TDM Editors forum

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

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...